View Full Version : Bunker Idea
BadAsh
2003-12-31, 07:22 PM
I�ve noticed that the base bunkers go mostly unused. The only real protection they afford is protection from being mowed by vehicles or bombed from above. But, it�s too easy to just fire vehicle weapons in there and kill everyone. Further other than meager protection there is nothing of value in the bunker.
I was thinking of a few ways to make the bunkers more useful and actually help out with defense. Here is what I came up with. Basically, there are two types of bunkers: The stand alone type and the linked type that have a tunnel connecting 2 bunkers.
1. Put a door lock on the bunker door so it would have to be hacked to gain entry.
2. If the base has power add a �safety energy shield� that covers the firing windows. This would allow people inside the bunker to fire out, but any incoming fire would have its damage reduced by 50%. This would afford the defenders enough protection to warrant actually using the bunkers. If the associated base has a Shield Module then upgrade the bunker safety shield to full protection from incoming rounds while allowing defenders to fire out. I know this sounds powerful, but remember the bunkers have a very limited field of fire and are easily flanked. If the base has no shield module I'd make the shield a solid color denoting the empire that controls it (red, blue, or purple). If the base has a shield module then the upgraded shield should look just like the main gate shields with the colored marbled look. This way attackers can see which type they are dealing with.
3. For the linked bunkers add a connecting room that the tunnels lead to. This room could have a medical terminal (adv med term if there is a bio lab linked to the base associated with the bunker) and 2 equipment terminals and 4 lockers. I�d also add a locked door to either end of the room to further slow down attackers. If the associated base has a Pain Module, I�d extend its damage benefit to bunker rooms, not the entire bunker, just the equipment/medical room to discourage enemy use. For the stand alone bunker add a tunnel that leads the equipment room.
NOTE: That the bunkers lack a spawn room so replenishing lost troops there during a siege would be a problem with them. However, most are very close to the base they are supporting so making a dash to the bunker would be a possibility unless there is an ungodly Zerg hitting the base. Also, a well placed Router Pad might make for an interesting counter offensive position.
xmodum
2003-12-31, 07:26 PM
sweet, iv heard good bunker suggestions , but these are the best
good ideas man i love em
EDIT: id also love to see placed mg's there , maybe empire specific, like it be a energy shootin 1 if the base was Vs, if it was TR it would be a fast shootin 1 , if NC then it would be a close range buckshot weapon :D, it would be cool if the mg was placed on the roof of the bunker like the harasser with a 360 degree fire range so that if some1 got behind him he could still have a chance to kill him , plus it would be saweat if u could place the seating position in the equiment room so some1 would have to travel down there to kill u ,maybe to powerful ,yes but still kool=pwnage
Biohazzard56
2003-12-31, 07:29 PM
Having it linked to terminals is a great idea, but the rest might be unbalanced. Giving people a reason to increase the traffic in the bunkers is what it needs. As with all things in planetside, why do i need it? I love bunkers it gives you a chance to fight/snipe from a prepared position.
Sp0re
2003-12-31, 07:57 PM
Yeah, those are great ideas.
I dunno about there being spawn tubes, but putting med terms and maybe some cert terms would definitely add some initiative to actually go in them.
FlakMan
2003-12-31, 08:02 PM
I think bunkers should have mounted machine gun-type guns a la Battlefield 1942
xmodum
2003-12-31, 08:29 PM
thats wut im sayin flakman , but only on the roof with 360 degree turning
Chaaos
2003-12-31, 08:34 PM
I like those ideas. I was thinking about this too, like maybe if they implimented some type of turret system in there... maybe like the existing wall turrets but a bit more armor since they are in a more vunerable spot.
The current bunkers are pretty much useless death-traps.
ORANGE
2003-12-31, 09:08 PM
badash are you sure you aren't a dev thats a great idea everyone elses ideas kinda well.........suck good goin :groovy:
JuSTCHiLLiN
2003-12-31, 09:33 PM
I think it would be best to start small. Just add a couple of lockers in the non-linked and lockers and an equipement station to the linked.
With an equipment terminal you definately make it worthwile for the attackers.
Med terminals are useless imo.
dscytherulez
2003-12-31, 09:49 PM
Check out Zombieside. They got bunker modification there, and also 3d views and stuff.
EarlyDawn
2003-12-31, 10:04 PM
-Tunnels to a chamber just off the backdoor catacomb.
-Forcefields as described.
-IFFs on doors
- Don't make the door open right into the bunker. Instead, make it open into a very small hall. The external door must close before the internal one will open. Put firing slots next to the internal door so infantry inside the bunker proper can fire at people trying to storm the bunker.
-Equipment terminals seem a bit extreme to me, I'm thinking an "ammo" terminal that will only shell out ammo, support supplies (Glue and Juice).
-Finally, for the bunkers that aren't linked to a base, give them turrets, a la harasser on the roof. Control terminal is in the bottom where the tunnel would be if it were one of the base bunkers.
[Edit: Yeah, I don't know how I forgot lockers, good call.]
scarpas
2003-12-31, 11:56 PM
attach the bunkers by tunnel from that unused room next to the spawnrooms, but make it so that attackers could use it as a way in to the base=funfunfun :)
Chaaos
2004-01-01, 12:10 AM
attach the bunkers by tunnel from that unused room next to the spawnrooms, but make it so that attackers could use it as a way in to the base=funfunfun :)
Hehe, sure lets make it easier for the zerg to take over a base. :doh:
xmodum
2004-01-01, 12:36 AM
just put a door lock that only adv. ahckers can hack :p , but really wouldnt matter cuz in a zerg infested battle theres bound to be at least ONE adv.hacker :)
or u could make it a 1 way door
Incompetent
2004-01-01, 02:41 PM
I like, just one change, make it so hand grenades (and only hand grenades) go through the shield and do full damage, and frags do a little more then normal, they need some love too.
Mr1337Duck
2004-01-01, 03:04 PM
How about this:
Each bunker has a set of lockers that can be opened by anyone in the empire. People can come in and load the lockers with basic equipment like ammo, juice, guns, etc.
The doors have a locking procedure, in the back somebody can hit it, and it starts a 10 second timer, a vote system. If more than half of the voters in the bunker decide to lock, the doors lock the residents inside, keep everyone else outside. A hack can break it, but it takes 30 seconds longer than normal for an Adv Hacker.
This encourages preparation for battle, the base becomes a fortress, the bunkers have their own supplies that can be used to fend off the zerg. I'd like other options, but those are for later posts.
Nimbus
2004-01-01, 04:23 PM
My ideas:
Turrets: 1 turret per bunker, does not work unless manned.
Windows: I don't like the force field idea. I also hate the way the windows are. I have 2 possible ideas to fix this. 1: Raise the windows so the opening is above your head normally, have a raised platform that you walk up on to shoot out of. This would allow you to quickly get away from the window quickly to avoid fire. 2. Break the window up into smaller 1 person windows with space between them you can slide over to, to avoid enemy fire.
Door: IFF
Lockers and an equipment terminal similar to the ones on an AMS (no MAX suits, etc)
Chaaos
2004-01-01, 05:19 PM
My ideas:
Turrets: 1 turret per bunker, does not work unless manned.
Windows: I don't like the force field idea. I also hate the way the windows are. I have 2 possible ideas to fix this. 1: Raise the windows so the opening is above your head normally, have a raised platform that you walk up on to shoot out of. This would allow you to quickly get away from the window quickly to avoid fire. 2. Break the window up into smaller 1 person windows with space between them you can slide over to, to avoid enemy fire.
Door: IFF
Lockers and an equipment terminal similar to the ones on an AMS (no MAX suits, etc)
I dont think a raised window really wouldnt help, some heavy tank, lightning or whatever would still just drive up and unload a few shells into it and kill everyone inside.
TeraHertz
2004-01-01, 05:51 PM
Nice ideas, but you'd probably see me blowing friendly bunker terminals. Bascily what the bunker would do is give the enemy an excelent re-arm point. We'd see droves of maxs comming out of them as cloakers stealth it down there then hack themselves up a suit. As a VS i can see this as a massive advantage for us. Get to bunker, hack up max, jump wall, enemy owned.
Window shields would be nice, but im not sure i want to see an impenetrable box stuffed full of invulnerable nazis firing all sorts of hellish things in mass numbers at the attacking forces.
What i suggest is the this:
In northern ireland the security foceres need to have positions where they can see, and shoot from if necessary, but which are protected from the IRA favorite, the RPG.
They put cages roudn the watch towers which can be shot through, but will deflect or prematurely detonate explosives.
Example:
http://peacelinetours.g2gm.com/pictures/crosstower.jpg
What the bunkers should have is a lazer mesh. When the gen is down its disabled. When it's up, the only thing that can be shot through it is small arms fire. Bullets. Like MCG, shotgun, pistol, whatever.
What CANT be shot through it:
Tank shells
Grenades
Rockets/missiles etc
This doesn't sound too great, becasue you can't fire your own missiles through it, BUT, when you get a sheild mod, the mesh shuts down, and the sheild effect erects itself on the bunkers, allowing everything to be shot out, and nothing to be shot in.
MuNsTeR
2004-01-01, 05:53 PM
3. For the linked bunkers add a connecting room that the tunnels lead to. This room could have a medical terminal (adv med term if there is a bio lab linked to the base associated with the bunker) and 2 equipment terminals and 4 lockers. I�d also add a locked door to either end of the room to further slow down attackers. If the associated base has a Pain Module, I�d extend its damage benefit to bunker rooms, not the entire bunker, just the equipment/medical room to discourage enemy use. For the stand alone bunker add a tunnel that leads the equipment room.
Yeah thats what they should hve
xmodum
2004-01-01, 06:01 PM
We'd see droves of maxs comming out of them as cloakers stealth it down there then hack themselves up a suit. As a VS i can see this as a massive advantage for us. Get to bunker, hack up max, jump wall, enemy owned.
if u didnt read the posts, some1 suggested a term like the AMS , so sry bud no MAX's
:lol:
Fenrys
2004-01-01, 06:04 PM
Raised windows are a good start (they'll provide cover from infantry fire). I think the bunkers' interior design could be better in general. There needs to be an area in every bunker, easy and quick to get to, where you can take cover from vehicle fire (without having the door open right in front of you :|). What if they made the bunkers deeper and changed what is now their floor into a shelf that you could drop down and crouch under when the tank shells and reaver rockets start pouring in?
*edit*
What the bunkers should have is a lazer mesh. When the gen is down its disabled. When it's up, the only thing that can be shot through it is small arms fire. Bullets. Like MCG, shotgun, pistol, whatever.
What CANT be shot through it:
Tank shells
Grenades
Rockets/missiles etc
If the lazer mesh/shield were made into a bubble over the entire bunker (like the AMS one with different lighting and no cloaking field), this would still allow infantry to run up to it and throw in a few nades. Wich is a good thing.
ObnoxiousFrog
2004-01-01, 10:39 PM
OK, here's my idea:
Bunkers have 2 12mm machine gun mounts in them (some of you may not know, but the Harasser originally had its gun in the passenger side with a limited firing arc), I'm sure they still have the model somewhere.
Machine guns have tightest COF with no bloom
There is a large glass-type shield that can be accessed via a control terminal within the bunker. With it up, no damage can come through, but nobody can shoot out of the bunker. Used for protection against incoming tank fire.
Equipment terminals will be placed in a central room linking the bunkers (perhaps deep undergroud if it's an entire base system) as well as an Advanced Medical Terminal.
There would be a deployable set of dragon's teeth (tank traps) that could be deployed from the bunker using a similar system as the shield. Any hostile land craft and infantry cannot pass along the defined line, but neither can friendly units. This is to be used to stop the raging tank rushes that often times stop base assaults before the defenders can even react.
Professor Frink
2004-01-01, 11:14 PM
I fear that bunkers will never be very useful. Its a shame cause they are damn cool. I say we just scrap em & add more turrets near base entrances.
EarlyDawn
2004-01-01, 11:29 PM
attach the bunkers by tunnel from that unused room next to the spawnrooms, but make it so that attackers could use it as a way in to the base=funfunfun :)I smell good idea. Defenitely. Attach the bunkers to the rec room in bases, BUT make the door hackable from the inside only. Either that or one way teleporters, which would be equally cool.
:groovy:
Revised list:
1- Blast doors over firing slots, openable through terminal inside. Can be forced open by destroying panel on back of bunker.
2- Ammo terminal that will despense ammunition and Decimators.
3- Connects to rec room in base, either through teleporter or tunnel. If tunnel, by way of door that must be hacked from the base side to open, if teleporter, a panel in rec room must be hacked to make the teleporter reverse direction (still only one way).
4- Standalone bunkers get a shield bubble, and turrets along the firing ledge. Medical Terminal AND Ammo terminal in basement.
Chaaos
2004-01-01, 11:39 PM
I fear that bunkers will never be very useful. Its a shame cause they are damn cool. I say we just scrap em & add more turrets near base entrances.
The only good thing about bunkers is that they are so unused that if you go into one and snipe or whatever and not bring too much attention to yourself, people don't even think to look there lol
Maybe just ad a normal wall turret to the top of them?
Fenrys
2004-01-02, 05:11 AM
They make nice cover for motion detectors too ;)
ChewyLSB
2004-01-02, 12:36 PM
I only really use bunkers for two things, I use them if I'm running away from someone and I can heal/repair myself in there. Or I can plant motion sensors in there (like the last person said)
Professor Frink
2004-01-02, 01:22 PM
Maybe just ad a normal wall turret to the top of them?
That's an idea...
l3lizz4rd
2004-01-02, 01:47 PM
I think defence as a whole in this game needs a little love. The bases are nice as far as functionality is concerned. But when you look at it from a strategic defence P.O.V. they're not well laid out. If you had obvious choke points at a base you would make sure to defend it more, not put random turrets facing the mountain that no one is ever going to come over (one small example). And I know lots of people have commented before on the trees that are allowed to stand in critical places that limit the effectiveness of turrets. I believe if base defence was made a bit stronger than not only would it be more fun to defend, but it would also make victories feel that much more deserved. Bunkers are a good start at working on this, and hopefully the capitol buildings will be as well. That's my .02, what do you guys think on base defendability as a whole?
slytiger
2004-01-02, 03:51 PM
The big open window should be changed to a solid wall with vertical slits thus harder for tanks to clear out a entire bunker and allows for better cover for healing/repair.
BadAsh
2004-01-02, 05:44 PM
what do you guys think on base defendability as a whole?
I think base defense is pretty weak. If they implement the rear entrance blast doors feature the DEVs were discussing and do something to make bunkers useful then defending a base will be more possible provided you have shield and pain modules installed.
To append my bunker list:
1. I like the idea of the limited �AMS style� equipment terminal that would have everything but MAX units available.
2. I thought long and hard about the idea of a turret and my final opinion is no on that one. If it were weaker than the wall turrets then it would just get spanked and if it were stronger it might be a bit much. I think the 50% damage reduction firing port shields that upgrade to 100% protection if you have a shield module would be enough. Imagine a Decimator crew down there or a few good snipers provided the bunker had a good firing view (some do, most don�t). The 1st thing attackers would have to do is clear the bunkers which would slow any assault down quite a bit. This would give defenders time to rally the troops for defense. Defense is all about buying time.
3. I also thought about the one way door or portal/teleporter from the room behind the spawn room idea. I actually thought of that too and while it has some merit I thought it would be more interesting if the defenders just had to use a Router properly to achieve that effect. They would just have to coordinate an AMS/Router in the CY and defend that. I think the one-way door would just be a flip flop bane/benefit. If you could pass through a door only IFF hackable from the inside that would allow the attackers to be overrun too quickly. I mean, how would you ever clear the bunker and make any kind of advance progress? If they slipped an infiltrator inside and he just opened a floodgate directly to the spawn room that would cause the defense to crumble very quickly. Also if you went with a oneway hackable door what happens if the enemy fills the bunker and some n00b opens the door to go to the bunker?
This is personal preference on my part. I prefer the longer more hard fought battles rather than the quick kill �Achilles Tendon� design feature. No base I design is gonna have an exhaust port that some Padawan Jedi n00b can fire a Decimator in and take out my moon-sized DeathStar base! ;)
EarlyDawn
2004-01-04, 02:30 PM
I disagree about having to have a router to connect to the bunker. One of the primary uses I can think of for the bunkers if they were connected to the base proper would be to get into one, and harass enemies when they lock down the CY. The need for a router would negate that.
ZjinPS
2004-01-05, 10:06 AM
You have to understand that the dev's must maintain a certain aspect in the game with the bunkers. Much like designing a paintball field. If you build forts or towers that are too easy to defend then everyone will be there. No attacker will waste effort trying to clear it. They will simply go around it. You also have to understand that the Devs want you to die in said bunker. If you can not die in it, nobody will attack it. Thats just the opposite of what we have now.
Now the trick is this, design the bunker so that when you do eventually die you say 'Damn.. that was a hoot'. Im some areas bunkers are still a viable source of defense. Example, the major bridges that have bunker emplacements. Though a skillfull sniper can pick people off thru the windows a wave of armor wont be able to run you over. They'll atleast have to work a few rounds thru the window to clear it out. But that isn't unrealistic either.. a modern prepared defensive position is still subject to direct or indirect fire. You can fire from it, but you dont have to die there. The door you entered through will also let you out.
I think that placing a weapon similar to the one on a Deliverer or Harrasser would not upset the balance. It would be worth looking into putting a larger weapon on the larger bunker complexes aswell.
But in all reality.. we have to all understand that everything we talk about from redesigning the bunkers to new weapons and armored vehicles is just talk. Very little to none of it will ever be seen in the game. If it is, I wont mind being told 'I told you so'.
Fenrys
2004-01-05, 01:23 PM
Stick a 20mm chaingun in each window and an Enforcer's rocketlauncher on the roof.
Madcow
2004-01-05, 01:44 PM
Make it so that the only way to enter a bunker is from inside a base (underground hallways) and have bunkers both in the courtyard and outside the base walls. When the courtyard is overrun it will at least give a little bit of a chance to make a dent in the zerg even if you're stuck in a deathbox. It will also limit where AMSs can be parked in the CY, as you don't want a couple of guys with decis to ruin your whole day.
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