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#31 |
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is it possible to have underground bunker ? something similar to that :
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Commander. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. *My avatar is actualy me on a Leopard 2A4+ of the Canadian Army To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Its a Little tank To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#32 |
![]() Join Date: May 2008
Location: On the Web
Posts: 80
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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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German Forces Mod Leader
![]() Join Date: Mar 2007
Location: Munich,Bavaria
Posts: 1,690
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#34 |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#35 |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. My new Signature >:] |
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#36 |
![]() Join Date: May 2008
Location: On the Web
Posts: 80
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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 |
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PR Beta Testing Team Member
![]() Join Date: Nov 2007
Location: Outside Scots Mums window.
Posts: 3,166
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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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. PR Testing Team: Sexy Business |
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#38 |
![]() Join Date: Aug 2007
Location: Coventry
Posts: 549
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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
Posts: 1,753
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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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Ingame name: A.Behr
Xfire: arjan1994 |
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#40 |
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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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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [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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