A different take on gliders. -1 reply

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It's Happy Fun Ball!

aka Killed in First Minute

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21st October 2005

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#1 10 years ago

I have always thought flyable gliders are a bad idea. That is because if the pilot is a noob, or worse, he can wind up TK'ing the entire crew. (I know it happened in real life, but it makes for lousy game play.) Anybody who has seen the transport fly out of bounds in Crete knows how it can mess up an entire game. However, what if we made gliders single player flying spawn points. (maybe w/ light equipment in the back), and place easily cap-able flags at the end of obvious landing points. This would pretty much force the pilots to land at spots chosen by the map designer. Various spots w/ greater difficulty and higher rewards could be placed. Of course the map would have to start with a 'landed' (read static) glider on the ground as a starting spawn point for the rest of the team to use as in Pegasus. Landing the gliders would get you the light vehicles inside them, and maybe help you get spawn points all around the objective. Of course getting a glider behind would probably mean running a gauntlet of AA.




Meadow

You might very well think that

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21st February 2004

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#2 10 years ago

I would like to see this as a commander feature, perhaps only available when requested by a squad leader (like PR's artillery).




Natty Wallo

FH2 LevelDesigner

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#3 10 years ago
Killed in First Minute;3943607I have always thought flyable gliders are a bad idea etc etc etc.

Interesting thoughts... we were swapping back n forth between spawning and not spawning gliders in operation thursday, we decided to not have spawning gliders... the reason is, if you want to make a succesful glider scenario you cant have any parachutes (then its para-drop map, not glider) so the gliders must land. This creates one problem if its spawning soldiers; spawncamping defending team.. also a glider in FH is very easy to shoot down, so that spawnpoint would get there, land, then live 10s and then the attacker would do what, wait for it to respawn? well in that case it might as well be a normal glider (not spawnpoint).. this proved better, we made 2 C47s spawn in 15 seconds, we made the wrecks disappear immediately and we made them respawn in 15seconds, so you have a constant flow of gliders as attacks, not one that land and get spawnraped.

Second problem is as you say "a flag that is easy to cap" that means its also easy to cap for the defenders, so thats not good either (defenders cap it, and then just sit and wait for the gliders).

Glider scenario is among the toughest to configure, we made quite a complicated setup with flags that have spawnpoints only for one team and a serie-connected tankspawns with cages that stops the defender from getting too heavy equipment too fast (cant get any tanks before first glider has landed and capped at least one flag etc).

Also in FH1 you cant have kits attached to a vehicle, and the model for the Waco is too small to have a tank inside it, allthough I saw on documentary movies about Chindits and Operation Thursday that they actually transported tractors with the Waco's...

And in Crete (the map we used as foundation for the layout of our map) you also have the silly thing with satchels in the kits, so those braindead morons that bought bf42 yesterday can throw a satchel in the C47 and switch team and get like 10 kills.. But sure, the pilots need to be somewhat good to be able to land, allthoug we tweaked the Wacos a little bit so its slightly easier to land, its just not fun to crash 8/10 gliders when the tickets are draining....

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The Last Unknown Soldier

Never mess with a drunken Kiwi

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#4 10 years ago
Natty Wallo;3943744if you want to make a succesful glider scenario you cant have any parachutes (then its para-drop map, not glider) so the gliders must land. This creates one problem if its spawning soldiers; spawncamping defending team.. also a glider in FH is very easy to shoot down, so that spawnpoint would get there, land, then live 10s and then the attacker would do what, wait for it to respawn? well in that case it might as well be a normal glider (not spawnpoint).. this proved better, we made 2 C47s spawn in 15 seconds, we made the wrecks disappear immediately and we made them respawn in 15seconds, so you have a constant flow of gliders as attacks, not one that land and get spawnraped. Second problem is as you say "a flag that is easy to cap" that means its also easy to cap for the defenders, so thats not good either (defenders cap it, and then just sit and wait for the gliders). And in Crete (the map we used as foundation for the layout of our map) you also have the silly thing with satchels in the kits, so those braindead morons that bought bf42 yesterday can throw a satchel in the C47 and switch team and get like 10 kills.. But sure, the pilots need to be somewhat good to be able to land, allthoug we tweaked the Wacos a little bit so its slightly easier to land, its just not fun to crash 8/10 gliders when the tickets are draining....

on capping, all that's needed is Fh1's patented, anti flag rape zone, anyone that enters... dies 2nd, most airborne operations where gliders AND para's, so there must be a way to place parachute kits in the planes or something 3rd, delay the team switch so that they only rack up Tk's instead of kills 4th, Gliders are sturdier that thier pixel models portray, they also require skill, so don't fell helpless if you can't land a glider, it takes practice finally, Waco's an Horsa's could only carry jeeps, arty (105 Howitzers), and very light tanks (M22 Locust and Mk VIII Treyarch), it was the massive "HamilCars which carried a majority of the heavy gear.




It's Happy Fun Ball!

aka Killed in First Minute

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#5 10 years ago

All of which brings me back to my original conclusion, which is, gliders are unworkable.




Natty Wallo

FH2 LevelDesigner

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#6 10 years ago

but anti flag rape objects (killers) why would you place those on an open flag? at the landingzone, if you want to have it so only allies can take that flag then its better to delete the gliders and just make that flag uncap mainbase.. that is the problem... 2nd: Kits inside a vehicle doesnt work in bf42, I have tested it and when I pick the kit, i crash to desktop. 3rd: Delay on spawn is a server setting so that cant be controlled by the mapper

tough nut this, but instead of giving up on the gliders like killed in first minute says we should do, Im all for testing it more, our map might not be perfect, but at least it plays out OK, and its easier to get a foothold for the attacker than on crete, even though landing a glider is harder than paradrop..




The Last Unknown Soldier

Never mess with a drunken Kiwi

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#7 10 years ago

im talking about Bf2, but FH42 gliders is worth trying, it just requires a little perserverence