Hi, been a while Had a number of observations and I figured I'd run them by the community as far implementation is concerned Ok, I used to get really tired of people saying 'why can't Fh2 be more like PR when it comes out' - Okay, so I finalyl GOT PR - No maps yet, but from what I gathered, I realised a distinct difference that I thought could make FH2 all that much more... Destructable buidlings Not any building, certainly not evenry building, but some strategic ones such as high buildings...The lookout point in Mersa-Matru or Super charge for instance - Somoething that tanks can take down or arty can take out to remove the enemy's ability to spot from there - Naturally the staircase up to that point has to go also. Emplacing defences Such as barbed wire, sandbag defenses and maybe even foxholes Okay, enough for the PR influence.... Other suggestions include: Louder sound. The sound effect and quality is definitely more crisp than Fh42, but it's less initimidating. I'd like to hear enemy tanks coming from afar and get 'concerned', hear a distant firing THUD of an arty gun only vaguely similar to its close-range sound, the sound of a tank, especially when I'm the one in it should be extremely loud compared to other things, fighters and dive bombers overhead.... Lower sounds The sound of guys in a tank especially such things said accross the radio? Could those be heard only by guys with radios? A go-go-go said by someone in a tank should still be just a voice and only those in the tank should hear it. There are way too many things that get radioed to everyone even those w/out a radio. Ground damage Okay, is the black mark left by tanks firing on the gorund realistic? I dunno is why I ask Explosions in non-desert maps... Don't know is Sfakia is the standard for that, but the earth explosion in the desert maps is so awesome, I'd hate to think the SHHBUM sound and flash-glow of the one in Sfakia is how its going to be when the desert sand doesn't fly up (ie. in non desert maps) cuz the Fh42 explosion was pretty impressive and I think a more elaborate explosion would be prefered Animation of soldeirs behind ATs I'd realyl like an animated person behind the gun i.e one whose legs move at least. Perhaps if there are 2 places for AT gunners, one is the driver seat, and one is the gunner. Now the trick is, the gunner and driver seat are at the same spot! And to ensure no wierd graphics with units merged together, the 2-place AT gun can only have one person in at a time, so the AT is closed once one person sits on it. The person using it can fire as Position 1, and drive by switching to position 2. In position 2, his animation changes to him crouching behind and pushing the gun, his legs move. To fire the gun, he changes back to position 1, so he cannto fire on the move, no Explosions Can explosions look a bit different? More shrapnel and shards flying high in the air from blown out tanks and the flame effect having more light and flame than 'orange'... Voice overs Taunts... Please have taunts. soemthing that can be expected to be yelled on the battlefield and soemthing that bots can do also - Like in BFViet. More voice overs know there's Voip and all, but somethings like reloading, fire in the hole, grenade etc - Perhaps these should be said once a sachel or grenade is thrown or dropped - But maybe it should be a separate voice over - After all, you don't always want to be heard dropping a bomb, right? And sometimes, you just want to warn your mates of a sticky bomb close by that they may be unaware of etc... Other voice overs like cover me, medic! for those bleeding etc... Bots Do bots use med kits themselve? Do they give them to hurt teamates? Ability for bots to use alterante modes of firing - I know they'd mess up if they tried for tanks, but perhaps with Stationary guns that don't have MG fire... Something like the 88 for instace - HE for infantry, AP for armor, Times HE for aircrafts Bots 'respecting' Sticky bombs.... Bots firing tank shells from farther off rather than closing in within range of enemy tanks before doing a firing ballet with them Tanks Ceasing to fire shells or move once its health falls to 0 - After a while blowing up - I think blowing up should actually occur at a level of health below 'Destruction'. For destruction, I think the tank should simply stop moving, begin smoking badly (No exploded animation) and after a while, dissapear, not blow up again (That @#%$ actually hurts people and vehicles close by), if the last shot caused a tank to burn, then it isn't completely 'destroyed' so it burns a while, the driver can move the turrt with difficulty, or at certian low levels, not at all, can only fire the MGs, but not shells... After a while, it reduces further to the destroy state... or a tank to blow up, it needs to have been hit with such power as to cause it to jump damage level striaght to explode level... So the steps are - 10% = Burn, turret works with effort, MG -----> 0% = Burn, turret ceases, MG, -----> -20% destruction (All in die)-----> after a few secs, dissapear Alternatively... -25% Blow up (All in die)---> after a few secs dissapear A tank crew should be able to remain in a damaged tank for a good amount time before it destroys. If they exit the tank, the destructino rate increases to a few secs after they exit it. A tank that gets hit by a mine, should more likely cease 10% or 0% and only a small tank should actually destroy, but should never blow up from such a damage.... Finally, the turret of a blown out tank (That new blackened image)should remain at the exact last position it was before it blew up - Sometimes, it changes... A new Aiming system I suggested this before, but maybe it got burried in other posts I think the current aiming system, though not awful has seriouys limits especially for targetting mobile vehicles... I know that spotters can readjust aim for gunners etc... but it still takes the joy away from gunners. How about this: The gunner never gets to see exactly what he's firing at The gunner can fire 'in the dark' w/out a spotter. But without knowledge of a taget. A gunner can use his descretion ads to where to fire once he knows from radio etc, that a position is being overrun... How? The grid layout of the map comes up like in submarines from BF42, the gunner gets a ring on the minimap that moves location according to where the turret of his gun is pointing. As he adjusts aim, the ring moves with it. The ring represents a 40 or so meter radius of area, so although the gun fires at the mid point of the map ring, successive shots would cause the gun to re-adjust slightly so no 2 shots hit the exact same location. The gun may readjust slghtly left, right, up or down... Comments, oppinions, feedback - I don't know all the engine can or cannot do, i can only guess from an educated user's standpoint so please don't flame me for some points that myt have come across a bit strong....
You might very well think that
21st February 2004
Well, on the sound front, 'grenade' is already shouted when a grenade is thrown.
comment: i am Dyslexic
22nd February 2005
these are thing i whood not minde to have in FH2
Ader sugestion when you fire in a tank you hear a reloding sound is it posebol that when you are in the tank you can hear ader voices we will not make biger crews for the tank but when you add voices you get the idee that your whit more man in a tanks sorry dident have any thing to do whit PR
Inspiration: The British charge Idea: 2-speeds revisted Architecture: Every vehicle use the speed-up system used by infantry except their speeds vary one to the next and they dont' get tired - No fuel right Reason: The slow speed - i.e. without using the dash key, is the same for all vehicles and matches that of infantry so units, no matter what they are driving can stick together as a force. Speedup then allows them to close within range of enemy quicker or get out of trouble as fast they literally can. Perhaps, the dash key for vehicles should be depressable, meaning you don't have to hold it after it's pressed for vehicles to keep speeding up. Other: Personally, I would like an engine off key for ambushes and to stayquiet for whatever other reason, but this isn't top priority...
Slightly cooler than a n00b
23rd November 2006
Nice suggestions, but I think that vehicles can´t have a negative life in bf2 engine. Once they reach 0%, they explode.
Then all positive health, but harder work to get the health down so that the scale is the same as having health all the way down to -50 What about speed-ups, how do-able is this.... BTW off-topic, been loving the massive tank battles and dashes in El-Alamein - And I play only SP so you can imaging, the dust, the relative speeds, the firing at a gallop, just hope they'd fire from further off so they could get 2 or 3 shots in b4 closing in within inches.... What ever anyone says, the engine is good...
What ever anyone says, the engine is good...
Judging from this single sentence, I'd say you have no clue. The BF2 engine is much less mod-friendly than any of the experienced mod teams could have ever imagined. After some BF1942 mods (including FH) proved to be incredibly popular, everyone's expectation was better mod support in BF2. Infact, the opposite happened to be true. The BF2 engine is full of hardcoded procedures and values that significantly limit the range of possible modifications. Just look at the bunny hopping and dive shooting that is present in FH2. There's no way these exploits will ever be fixed because the engine simply doesn't allow modification of the relevant data. As I said, It's hardcoded.
Yes, the BF2 engine allows for some nice graphics, but that's all. Everything else, most notably sounds and physics can be done a lot better on HL2's source engine. And most important of all, you could implement all your suggestions into a HL2 mod with certain effort, whether it be a more realistic damage model or an advanced aiming system with weapon swaying and breathing.
4th August 2003
All good suggestions. I concur.
GF is my bext friend *hugs GF*
13th June 2004
Meadow;4199068Well, on the sound front, 'grenade' is already shouted when a grenade is thrown.
Also regarding sound in FH2 we should hear ourselves shouting "Grenade!" like it is in PR. Doesn't make much sense not to hear yourself but others hear you.
or press "T" (Deafault) and a option will say Granade, this will be a warining for teammates