project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Suggestions
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
PR:BF2 Suggestions Suggestions from our community members. Read the stickies before posting.

Contact Support Team Frequently Asked Questions Register today!

Reply
 
LinkBack Thread Tools Display Modes
Old 02-19-2010, 11:53 PM   #1
[R-CON]Jafar Ironclad
PR:BF2 Contributor

[R-CON]Jafar Ironclad's Avatar
Default Deployable Assets Expansion and the Combat Engineer

Here are some ideas I had for Firebase deployables, designed to make maintaining and running supply lines have greater consequences. Officers and combat engineers may deploy all assets up to three supply crates; only combat engineers may deploy the other assets.

1 Supply crate:
-Firebase-

2 Supply crates:
-Wire/Traps-
-Sandbag Foxhole-
Limit ten for either

3 Supply crates:
-HMG- Limit two
-Deployed Anti-aircraft missiles- Limit one

4 Supply crates:
-Deployed TOW- Limit one
-Cement Foxhole- More heavily armored foxhole, which also features a roof. Height allows people to crouch or go prone while inside. Limit two

5 Supply crates:
-Supply Cache- Permanent source of supplies for infantry that does not run out. Also repairs vehicles, but does not re-arm them. Limit one on the map at a time.
-Wall- Heavy sandbags with barbed wire on top. Withstands everything but bombs, incendiary grenades, and C4. Limit four; total of six on the map.
-Watch Tower- Elevated position for surveying the surrounding area. Limit one per base, two on the map. Small sandbagged area in the bottom functions as a spawn point.

6 Supply crates:
-Anti-air cannon- Limit one on the map; sandbags prevent it from engaging targets except above a 30 degree elevation, allowing low-flying aircraft to avoid the battery.
-Mortar- Limit one on the map, effective range between 300 m and 1500 m; engaging targets beyond visual range requires coordination with a spotter. Requires a supply cache for continuous supply of bombs.

The Combat Engineer gains a more sophisticated assembly tool (maybe a drill or something) instead of a shovel, which grants him an increased building speed (which is necessary for the more complex assets). He also gets a field laptop, which you right-click to open (showing several blue-prints on the monitor); the engineer uses this view to place assets (where the officer uses his radio).


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-CON]Jafar Ironclad is offline Reply With Quote
Old 02-20-2010, 12:04 AM   #2
[R-COM]rushn
Support Technician
Supporting Member

[R-COM]rushn's Avatar
Default Re: Deployable Assets Expansion and the Combat Engineer

I like that except it is too much supplys and I think no one would buiilb anti air cannon for 6 supply crates that can only shoot high up airplanes that the AA should have gotten

I suggest adding artylery for modern factions and mortars for insurgents? repair station and rearm station which only repairs at maybe half the speed?

maybe a HQ building where a comander can sit so that he can be close to the battlefield granting him extra stuff but also being risked of getting killed

maybe a small heli pad that can repair choppers but you need that after you have 6 suplys
[R-COM]rushn is offline Reply With Quote
Old 02-20-2010, 12:41 AM   #3
ledo1222

ledo1222's Avatar
Default Re: Deployable Assets Expansion and the Combat Engineer

100 Crates give you an Nuclear Silo

On topic: I see were hes going and i like the Assest ideas. might be cool.

And yes a heli pad and repairs station. Or maybe a Medical tent were Inf can get healed when not many medics are around. This could be like a mobile base.

EX: Your playing Ins and both caches are on the South side and your base is on the North side. u dont want to travel 2km/4kms just to resupply. that kind of firebase could solve many things.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

-The Mods cant Silence me!
-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....

Been palying PR:ARMA2 since 0.1v beta 8D
ledo1222 is offline Reply With Quote
Old 02-20-2010, 12:59 AM   #4
DevilDog812
Banned
Default Re: Deployable Assets Expansion and the Combat Engineer

i think that any soldier with a shovel should be able to dig their own crude foxholes without any crates anytime he wants
DevilDog812 is offline Reply With Quote
Old 02-20-2010, 01:28 AM   #5
Pariel
Default Re: Deployable Assets Expansion and the Combat Engineer

Frankly, the addition of more assets would be awful.

Defensive grinding battles (see: Muttrah) where one side sets up tons of defense and the other side smashes them all game can be a lot of fun. But if it comes down to more and more powerful defensive weapons, everyone will sit in their base and wait for the enemy to show up. In other words, boring.
Pariel is offline Reply With Quote
Old 02-20-2010, 01:31 AM   #6
[R-CON]Jafar Ironclad
PR:BF2 Contributor

[R-CON]Jafar Ironclad's Avatar
Default Re: Deployable Assets Expansion and the Combat Engineer

Remember that you need the combat engineer kit to build the more interesting stuff, and that kit is far more limited than the officer kit. A squad dedicated to building FOB's could have a lot of fun and be a great service beyond providing a forward spawn point.

Also, having a mortar up and fixed on the enemy FOB negates their defenses, as does calling in close air support and precision tank fire (after knocking out anti-tank and anti-air weapons.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-CON]Jafar Ironclad is offline Reply With Quote
Old 02-20-2010, 01:35 AM   #7
[R-CON]Jafar Ironclad
PR:BF2 Contributor

[R-CON]Jafar Ironclad's Avatar
Default Re: Deployable Assets Expansion and the Combat Engineer

Quote:
Originally Posted by rushn View Post
I like that except it is too much supplys and I think no one would buiilb anti air cannon for 6 supply crates that can only shoot high up airplanes that the AA should have gotten
Make three trips with a logi truck, or have your squad use one and a normal truck and finish in two trips, or deal with enemy threats so that helos can add more supplies.

As for the anti-aircraft cannon, remember that lead isn't fooled by flares. If a aircraft pilot is cautious, they'll be dumping flares before they get locked when flying in AA ranges. Also, with proper placement in a recessed area, it's terrifying against infantry.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-CON]Jafar Ironclad is offline Reply With Quote
Old 02-20-2010, 07:58 AM   #8
[R-DEV]Drav
PR Artwork Team
Supporting Member
Default Re: Deployable Assets Expansion and the Combat Engineer

Good post. I think the AA cannon is a bit of a waste of time as really, missiles are the only useful counter to jets, and the AA will solely be used to try and spam ground targets with (sandbag limited or not!)

However I really like the idea of having combat engineer as a super builder, but worry that he should be out laying mines etc.....Perhaps the commander could be the super builder instead, as there is no requirement to be in the commanders post now?

I also dont think theres much problem with doing multiple runs with trucks or helis, as often once the crates are deployed the trucks are simply abandoned as their immediate purpose is fulfilled. There are various little bits that I disagree with that arent worth raising but overall I like the idea.
[R-DEV]Drav is offline
Last edited by [R-DEV]Drav; 02-20-2010 at 08:22 AM..
Reply With Quote
Old 02-20-2010, 08:22 AM   #9
RHYS4190

RHYS4190's Avatar
Default Re: Deployable Assets Expansion and the Combat Engineer

I think the dev's should focous on fixing 0.9 before they attempt any thing else.

Plus having more static defences is pretty pointless. %99 they are just abandoned, iv never seen a 50cal dug out used for very long. So what the point.
RHYS4190 is offline Reply With Quote
Old 02-20-2010, 09:17 AM   #10
Draakon
Default Re: Deployable Assets Expansion and the Combat Engineer

Quote:
Originally Posted by [R-DEV]Drav View Post
Good post. I think the AA cannon is a bit of a waste of time as really, missiles are the only useful counter to jets, and the AA will solely be used to try and spam ground targets with (sandbag limited or not!)

However I really like the idea of having combat engineer as a super builder, but worry that he should be out laying mines etc.....Perhaps the commander could be the super builder instead, as there is no requirement to be in the commanders post now?

I also dont think theres much problem with doing multiple runs with trucks or helis, as often once the crates are deployed the trucks are simply abandoned as their immediate purpose is fulfilled. There are various little bits that I disagree with that arent worth raising but overall I like the idea.
Agreed, let the commander do the most building.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


Qaiex: My solution was to not have twitter. You should try it. Feels good, and I don't miss any information that was worth hearing in the first place, since nothing on twitter ever is.
Draakon is offline Reply With Quote
Reply


Tags
assets, combat, deployable, engineer, expansion
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 12:23 AM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2012, Project Reality.