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#1
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PR Lead Coder
![]() ![]() Join Date: Jun 2006
BrazilLocation: Campinas, SP
Posts: 4,228
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We are working on some changes to the overall rules regarding the Deployable Assets in PR.
You probably noticed the last releases focused a lot on standarization and simplification of gameplay rules, and that is always something in our minds when we do changes and additions to gameplay. So we are changing some rules because of forthcoming additions and to improve overall gameplay. All deployment rules you will see bellow have this same set of rules we are used to in the current release: - Deployable by Squad Leaders or Commander with Officer kit - 50m close to Support Truck or 2 supply crates Let's get to the changes: 1. No Command Posts We removed the Command Post as a Commander deployable, and now it's mapper set to serve as ammunition and repair station for vehicles at the main bases. We are still working on this asset and maybe it will return in a later time. But, for now, it's not a requirement to deploy any other asset anymore. 2. Bunkers and Firebases = Forward Outposts We united both Bunkers and Firebases into something we call Forward Outposts. So now you have only one set of rules to control all Forward Outposts: - Maximum of 4 - 200m or more away from each other The system will automatically spawn the Bunker model if you are deploying close to a Control Point, or the Firebase model if you are away. This means you can have any combination of Forward Outposts, close or away from CPs. 3. Commander Approval for Forward Outposts We noticed the big spam that happens when you are in a team that doesn't have a Commander. Everybody starts asking that somebody be one, just so that the team can deploy Forward Outposts as it's a very important asset, specially after you lose your squad's Rally Point. Our change here is that you won't need Commander approval to build a Forward Outpost IF your team doesn't have a Commander, BUT you will still need an approval if you DO have a Commander. If your team doesn't have a Commander, for whatever reason, we don't want to force players to do a job that maybe they are not confortable with just so your team can have a place to spawn. But if somebody actually want to be a good Commander, the team will need to follow his plan with regards to the logistics and overall strategy, and benefit from greater coordination and other assets the Commander have under his belt. 4. Sandbags and Razorwires They will also be grouped in a single set of rules, but the player can still choose what to deploy. - Maximum of 10 in the same area (any combination) - 200m close to a Forward Outpost You can have any combination, like 8 sandbags and 2 razorwires, 3 sandbags and 7 razorwires, etc. Also we increased the distance they can be deployed from Forward Outposts from 100m to 200m, so they are not set as much as defensive structures for your Outpost, but defined at important locations while your Outpost is left in a safer position. 5. Anti-Air and Heavy Machine Guns As showcased in another DEV Journal, we are working on .50 cal deployables, so these HMGs and the current AA guns are joined together in a single set of rules as well. - Maximum of 2 in the same area (any combination) - Maximum of 2 per Forward Outpost - 200m close to a Forward Outpost You can deploy either, 1 AA and 1 HMG, or 2 AAs, or 2 HMGs. Here's how the Squad Leader comm rose will look like: ![]() You probably know, but the slashes "/" between words mean you can left click or right click to get different actions from the same button. The blank space in the comm rose is also intentional as we will probably get other deployable assets in the near future. I wonder if you can guess what they are Anyways, those are the simplified and standarized rules we are working on for the next release and hopefully they will have a good impact on gameplay. |
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Last edited by [R-DEV]dbzao; 06-18-2008 at 06:12 PM..
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#2 |
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Re: [Gameplay] Deployable Assets
mmmmm assets
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#3 |
![]() Join Date: Jun 2007
MontserratPosts: 1,596
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Re: [Gameplay] Deployable Assets
Niftiness. How about a commander remotely deployed invisible truck to drop on the heads of squad leaders who dont follow orders :icon_lol:
I like #3 and will #2 mean we can could even have 4 firebases at the start of a game from which to assault from ie. its not tied to amount of flags held |
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#4 |
![]() Join Date: Jan 2008
United KingdomLocation: In the bushes outside your house
Posts: 4,066
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Re: [Gameplay] Deployable Assets
Very nice update, cant wait for this 0.8 now!!
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R-DEV Masaq- I'm such a dork.
Rudd - You should run for Prime Minister! i'd vote for you Sgt.Smeg - You've the biggest I've seen Scot. |
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#5 |
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Re: [Gameplay] Deployable Assets
Me too, i feel fuzzy now
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![]() Da Supa Engie makes all vehicles go boom |
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#6 |
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PR Lead Coder
![]() ![]() Join Date: Jun 2006
BrazilLocation: Campinas, SP
Posts: 4,228
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Re: [Gameplay] Deployable Assets
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#7 |
![]() Join Date: Feb 2007
United States of AmericaLocation: Bronx,NYC
Posts: 3,128
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Re: [Gameplay] Deployable Assets
Awesome, nothing i see wrong in there and i look forward to the next release
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![]() ![]() "Exactly how long does it take to get to the center of a tootsie pop?" -Me |
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#8 |
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Re: [Gameplay] Deployable Assets
I rent this post
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#9 |
![]() Join Date: May 2008
Posts: 42
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Re: [Gameplay] Deployable Assets
ohh OHHH i know the last one.. its fast ropes... isnt itt??
=P |
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#10 |
![]() ![]() Join Date: Nov 2006
Posts: 756
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Re: [Gameplay] Deployable Assets
lol, 2 hueys with 3 engys and an officer could set up loads of Firebases ^^.
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![]() AKA Ecko1987 Beep-Beep-Beep. |
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| antiair, assets, bunkers, commander, deployable, firebase, gameplay, hmg, outposts, razorwire, rules, sandbags |
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