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Old 07-25-2010, 08:06 PM   #21
darklord63

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Default Re: Forgotten Hope 2 fencing.

This is what I'm proposing. Wooden fences like the my picture are able to be crawled under. They will also be able to be driven through. This is unexploitable in the way you said because wooden fences offer little protection and you have to be going a certain speed to pass though them. I'm not saying tanks should be able to be driven through chain link fences because that is exploitable, nor should chain link fences be able to be crawled under. Rails such as the ones on some streets should be able to be crawled under, but not driven through because they are made of thick metal.

Basically:
Thin wooden fences: Drive-throughable at a certain speed/crawl underable
Metal Rails: Crawl underable
Chain link fences, ect...: Remain the same as they are now.

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Old 07-25-2010, 08:10 PM   #22
ytman
Default Re: Forgotten Hope 2 fencing.

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Originally Posted by spawncaptain View Post
While it would be nice for tanks to be able to pass through chain-link fences, I can already see an exploit there. One could position the tank "inside" the fence just so that the turret is on the far side and reverse when spotted where you'd be invincible since tank shells explode on impact with fences IIRC.
They were talking about wooden fences like in DragonFly Cornfield. (which right now are destructible).
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Old 07-25-2010, 08:13 PM   #23
[R-DEV]Rhino
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Default Re: Forgotten Hope 2 fencing.

Quote:
Originally Posted by [R-DEV]dbzao View Post
Not that bad of a compromise...
Ye if you remember ages ago I was working on something a bit like this but with large hedge rows so not every type of vehicle could drive though them and tanks would need to put a little effort to get though them but would really only slow them down a little while going though them, although never finished off the idea.


Dest fences is naturally the most immersion approach but like you said, this is a good compromise when it comes to the dest object count of BF2.


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Old 07-25-2010, 08:22 PM   #24
AquaticPenguin
Default Re: Forgotten Hope 2 fencing.

I think with something like a picket fence it would be better to have the cols set up so you could get underneath them in crouch mode rather than prone mode, it wouldn't look fabulous but I don't like the idea of 'prone-diving' every time you meet a fence, imo that would just look more silly.

Anyway that's a bit off topic and nitpicky for what is a broad suggestion.
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Old 07-25-2010, 11:05 PM   #25
[R-COM]rushn
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Default Re: Forgotten Hope 2 fencing.

Quote:
Originally Posted by darklord63 View Post
Well either way, current PR fences are not drive-throughable or able to be crawled under. Although it is unrealistic to have a 20 ton vehicle be stopped by wood fencing, it is also unrealistic to be able to pass right through them. Regardless being able to drive through them is a more accurate representation and it makes the game more enjoyable. (Not having to drive around huge fencing.) It also seems like a popular idea.
Being able to crawl under a fence is even more advantageous to PR. Due to the high stamina loss of jumping over fences when they clearly have enough room to be crawled under.
you cant have that much destructible stuff in BF2 i agree with driving through fences but not quite crawling under some because some are made to jump over and retard the movement
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Old 07-26-2010, 07:01 AM   #26
[R-DEV]Rudd
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Default Re: Forgotten Hope 2 fencing.

for the larger fences I'd say lets not do this, putting destructable sections that are easy to recognise would be the best way forward


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Old 07-26-2010, 07:28 AM   #27
[R-DEV]Spec
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Default Re: Forgotten Hope 2 fencing.

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While it would be nice for tanks to be able to pass through chain-link fences, I can already see an exploit there. One could position the tank "inside" the fence just so that the turret is on the far side and reverse when spotted where you'd be invincible since tank shells explode on impact with fences IIRC.
And even as far as non-destructible fence-like structures go, one could just change them not to stop bullets. A piece of wood wouldn't effectively stop any sort of projectile anyway.


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Old 07-26-2010, 11:31 AM   #28
[R-DEV]Rhino
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Default Re: Forgotten Hope 2 fencing.

Quote:
Originally Posted by [R-CON]Rudd View Post
for the larger fences I'd say lets not do this, putting destructable sections that are easy to recognise would be the best way forward
You can't really go 1/2 and 1/2 on this, its really all or nothing tbh.


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Old 07-26-2010, 11:42 AM   #29
[R-COM]Glimmerman
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Default Re: Forgotten Hope 2 fencing.

This would take away a bit of frustration for a lot of players if used, I hope it be implemented.

Cheers,
Glimmer

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Old 07-26-2010, 11:44 AM   #30
Nebsif
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Default Re: Forgotten Hope 2 fencing.

Roar, I rad only the 1st page. +1.
Those thin wooden fences on Asad Khal are so damn annoying cuz u have to drive around them every time..


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