Dunno if this had been discussed before. But while walking home an idea came up my mind:
The problem with sandbags, trenches, windows and other defensive positions is that your aiming suffers cause in the worst case you have to be in a standing position to get an acceptable field of view.
IMO you should be able to deploy your weapon on the window sill/Sandbag/edge of the trench to get better aiming. I know that thats not possible but there could be a workaround.
If for example trenches could be handled like immoble vehicles with entry points. When entered you could be in a similar position like sitting on the back of a tank, so you still could be hit but benefit from the cover the trench offers. Additionally the spread of your crosshair should be less (dunno if its codeable) and you shouldn't be able to turn a around to the full extense. To defend the trench from behind it should be necessary to leave this position. Just mark the entry points with some sandbags, ammo, crates. 2-3 positions per trench should suffice.
additionally a trench could be destroyable and also repairable by an engineer (when destroyed add debris, wood planks etc. so the trench cannot be entered).
Same things could be done with windows and sandbags. I don't think it's wise to do this with every trench. But on certain key positions it would be a nice addon. The only thing which is illogical is that not every defensive position is useable like this.
I like the immobile vehicle idea, Though spawning a hell of alot of vehicles may cause lag with Battlefield 2, HOWEVER that is a very good idea on how to get guns to mount on the sandbags and stuff, i like it.
Yeah it's a good idea and probably the only way it would work. Yes, it would make some lag-so only put it on key positions (around flags for instance, not just out in the middle of the desert).
I really like the idea.. Having invisible enterable static positions ( like static LMG's ) with only one position, like the riding positions on some of the tanks.. this could then be placed like map makers at various locations.. like topfloors on windows or good positions in various trenches or locations.. but yeah you would need something to let the players know where those places are.. maybe ammo magazines on the floor.. or something..
Don't know if it is possible to code each weapon for the trenches. The soldiers would all be shooting with rifles or machineguns then no mather what kit they had before. I think it would be easier to just reduce the hight or depth of the trenches/windows so it is on the hight of the gunsight. Thats the main problem atm in my eyes.
I think an invisible object that can be placed under the statics and that is rather small would work perfect, A vehicle with no weapons, just basically a seat where you could use the Duck feature with the control key, and get a static position with your rifle or whatever you happen to be carrying at the time.
Red Orchestra has something similar when you approach a window or some sandbags an icon appears that says you're resting your weapon on that object and your weapon stabilizes A LOT, though I don't think that's very easy to code on this engine... Besides, weapons in FH2 don't move half as much as the ones in RO...
yepp, the duck position like in mounted machineguns would be another nice feature.
adjusting the height wouldn' be the easiest solution i think cause you got to change alle the models/maps. Anyway i'm not a Coding-Pro, I'm just comsumer but i think it wouldn't be necessary to code each weapon. If you're riding on a tank you always got the weapon in hands you're actually using.
The question is, how accurate are the weapons while on those "open" positions on the tanks and such, and if it's possible to change the accuracy if needed..
this does solve one thing atleast, in my account, beeing able to fire from any weapon, including MG's like MG34, while in "crouched" enterable position in a window sill, and sandbags.. :)
The improvisation of a BF2 Cover system :O