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LinkBack (20) | Thread Tools | Display Modes |
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#31 |
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Re: [Gameplay] Deployable Assets
is it possible to have underground bunker ? something similar to that :
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#32 |
![]() Join Date: May 2008
Posts: 9
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Re: [Gameplay] Deployable Assets
How about a deployable radar station (models already there) which puts air units within a certain range on the map, similar to the UAV from vanila. of course that would also put you on the map for any aircraft. SAM sites FTW
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#33 |
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PR Contributor
![]() Join Date: Mar 2007
GermanyLocation: Munich,Bavaria
Posts: 895
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Re: [Gameplay] Deployable Assets
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#34 |
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Re: [Gameplay] Deployable Assets
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#35 |
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Re: [Gameplay] Deployable Assets
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![]() Da Supa Engie makes all vehicles go boom |
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#36 |
![]() Join Date: May 2008
Posts: 9
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Re: [Gameplay] Deployable Assets
Not sure which part your WTF'ing at but, as I recal from my old flight sims, active radars at SAM sites which give the SAM opperators some warning that that there is a jet aproaching are a dead give away for modern jets and fairly easy to avoid. It would essentialy be to deny sections of the map air support.
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#37 |
![]() Join Date: Nov 2007
United KingdomLocation: Shire of Staffs - England
Posts: 955
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Re: [Gameplay] Deployable Assets
Some nice improvements DB, good work!
I feel that a vital and realistic asset is missing... ![]() Jk/ wouldn't mind waiting till 1.0 tho. On a serious note, the HMG's along with this new set of rules are fullbore! |
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#38 |
![]() Join Date: Aug 2007
United KingdomLocation: Coventry
Posts: 527
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Re: [Gameplay] Deployable Assets
I'm not too sure about #3, wouden't it lead to no one being no one as commander?
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Rico11b: Better than that just take the body out of the game all together, and we'll have floating heads in game.
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#39 |
![]() Join Date: Apr 2007
NetherlandsPosts: 841
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Re: [Gameplay] Deployable Assets
Nice update! Heavy Machin Gun will rockz!
but i dislike the idea of not having a command post. becouse command posts are an excellent target for an SF mission to slow down the enemies movement, and and i think its much more realistic with an command post, okay maybe not the current model, but maybe in another way. |
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#40 |
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Re: [Gameplay] Deployable Assets
I like the whole idea about there not needing to be a commander. Too many times have I seen people being forced to be commander just to get bunkers/firebases.
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![]() [R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah* |
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| Tags |
| antiair, assets, bunkers, commander, deployable, firebase, gameplay, hmg, outposts, razorwire, rules, sandbags |
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