3d map ideas. -1 reply

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katzinski_0

harsh critic out of love.

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2nd September 2005

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#1 14 years ago

someone brought up the 3d map in the official Q&A and it got me thinking..

control points didn't exist on the real battlefield.. i mean i'm not sure as what a tangible item would be in real life to show victory... but needless to say they weren't occupied looking for flagstaffs to put their flag on.. i'm getting beside my point. i think it would be cool if control point icons and their distances from the user were removed, and the only thing show on the 3d map is the location of their objectives outlined by the company commander/squad leader. i think this would simulate real time troop organization. i would be even cooler if squad leaders could issue objectives from a weapon (such as the binoculars) instead of having to use caps lock.

edit: oops! i meant to put this in suggestions.. sorry.




Admiral Donutz Advanced Member

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9th December 2003

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#2 14 years ago

moved from GD to suggestions.

Flags suck indeed, doubt we will see them go but it would be nice. Their have been a couple of alternative idea's around in the suggestion forum ranching from "main spawn only" to "an interactive groundcontrol system".

Regarding the 3d map, I think it should be removed all together or if it *must* stay then it should only show mines and nothing else (no CP points, ammoboxes etc. because that's just ... wrong). I would prefer that one would have to open up the minimap (M) and look there for whatever we would like to marl: gahtering points, CP points etc. Less info the better.




RexRaptor

V for Vendetta

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24th February 2005

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#3 14 years ago

Eh, if we have to keep flags..lets make them *important*. You know, things people will brutally slaughter each other for. Something like this-

Capture a fuel dump, and at your base, you get tanks, or *better* tanks. But, that fuel dump is only capturable with infantry(all flags should be like this..).

Or, if you capture a city/arms plant, guess what, you get good pickup kits at your base! Some examples: Germans would get StG44s/Mp44s/MP43s in the right years, or Mg34/Mg42s(deployable). Americans would get B.A.Rs, .30 cal deployables..ect.

Or there could be some flags, that if you have, and the enemy doesn't, it hurts *them*. For instance...you don't have a fuel dump. No fuel, no tanks because they can't run(disregarding the tanks that are already in the field. Once those die, no respawn till you take it back.).

Lets rid ourselves of the 'bleed' as well...I never liked that..




katzinski_0

harsh critic out of love.

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2nd September 2005

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#4 14 years ago

hell no! i think the bleed idea is great.. and will be a nice addition for a bf2 mod.




Strumtrupp

FH:STURMTRUPP4|BF2:HG_The Tank

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1st January 2005

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#5 14 years ago

Admiral Donutz "an interactive groundcontrol system"...[/QUOTE] something like one flag per square and a radius the size of side/2?

[QUOTE=RexRaptor;3327742]Eh, if we have to keep flags..lets make them *important*. You know, things people will brutally slaughter each other for. Something like this-

I like but should work the other way around. One side attacks, the other defends. The attackers resources are hooked to the structures or vehicles (more possibilites that way). If they loose them, either by flag or destruction, they loos the resources attached to them.

So the assaulter has to take the flags in order to reduce the defenders capabilities.

There could be two possibilites: Capture and use: fuel dumps, ammo pits, repair facilities (you can use these) Capture and dump: factories (as they were of no initial gain to the conquerers)

In addition I would also make tactical points that have a tactical importance. For instance bridges and bunkers and like. The bunkers on Omaha are good examples.

I would also hook the spawn to a destructable which might make capturing less a chickenshoot as you only need to destroy the destructable. (think BoB)

Lets rid ourselves of the 'bleed' as well...I never liked that..

Yes, lets remove the bleed.




stylie

Mas stylie por favor...

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12th April 2005

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#6 14 years ago
RexRaptor;3327742Eh, if we have to keep flags..lets make them *important*. You know, things people will brutally slaughter each other for. Something like this- Capture a fuel dump, and at your base, you get tanks, or *better* tanks. But, that fuel dump is only capturable with infantry(all flags should be like this..). Or, if you capture a city/arms plant, guess what, you get good pickup kits at your base! Some examples: Germans would get StG44s/Mp44s/MP43s in the right years, or Mg34/Mg42s(deployable). Americans would get B.A.Rs, .30 cal deployables..ect. Or there could be some flags, that if you have, and the enemy doesn't, it hurts *them*. For instance...you don't have a fuel dump. No fuel, no tanks because they can't run(disregarding the tanks that are already in the field. Once those die, no respawn till you take it back.). ILets rid ourselves of the 'bleed' as well...I never liked that..

really like this fuel suggestion. Not getting ANY tanks is too harsh, but maybe not see as many on the spawn. The bleed definitely should stay. It adds another element other then how many killed on each side. Kind of like big and small blinds in a game of poker.




katzinski_0

harsh critic out of love.

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2nd September 2005

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#7 14 years ago
katzinski_0;3327852hell no! i think the bleed idea is great.. and will be a nice addition for a bf2 mod.

errrrrrrr..... when i said that i meant health bleeding.. unless you mean ticket bleed. which i wouldn't mind seeing some innovation on.




Coca-Cola

[130.Pz.]A.Aussen

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28th August 2006

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#8 14 years ago

This thread got me thinking of another way to implement a groundcontrol method of combat. If anyone has played rise of nations RTS from microsoft, you'll get exactly what I'm saying. In that game as you build things your territory expands and you see a line with your nations color capture territory. Once you hit your enemies line, they sway back and forth depending on how much "influence" you have in that region. Since this sounds exactly like a repetition of a spheres of influence suggestion, what I would like to add to it would be front lines(a blue or red line on the map), more flags to have more fluctuation of these lines and most importantly, if at all possible, a moving red zone behind your enemy lines to reduce back capping. Also once, you have moved their front lines back far enough you could do things such as destroy or capture fuel/ammo dumps.

Well, really my best suggestion here IMO is having a movable red zone behind your enemies lines which only affects your ground forces and not your airplanes. I don't know how far back it should be but it should be constantly moving in tandem with the frontlines. I hope you like it, and sorry in advance if this borders too much with another post.




FactionRecon

11PzG Grunt

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4th August 2003

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#9 14 years ago

I think that CPs should reflect who owns it not by a flagpole, as everyone agrees on, but with various little "touches" around the CP that kint at what army it belongs to.

If it's even possible, there could just be a flag hanging from a wall that was tacked up, or some army-specific equipment that spawns in that's not exactly usable but makes the CP more unique to that army.




Admiral Donutz Advanced Member

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#10 14 years ago
Strumtrupp;3327963something like one flag per square and a radius the size of side/2?

Yes, but wether we will see anything else then flags in FH2? I doubt it. I still hope for a system without flags though but rather an "area of influence" so that you get a dynamic frontline (see my ancient suggestion back in the day) or something more along the lines of RO.

RO basically makes uses of the "goo'ol" capture zones aswell but atleast it beats ├╝ber arcady "defend this magic circle marked with a nice flag with your life, then move on to the next" system.

Zone's of influence (aka dynamic frontline) > [other ideas] > custom shaped CP radius RO style with no silly flag to "mark" it > BF flags.

Edit: But the author was talking about the 3d map / hud I think. :p




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