Forums | Chat | News | Contact Us | Register | PSU Social |
PSU: watch for falling rocks
Forums | Chat | News | Contact Us | Register | PSU Social |
Home | Forum | Chat | Wiki | Social | AGN | PS2 Stats |
|
|
|
Thread Tools | Search this Thread | Display Modes |
|
2011-02-22, 01:33 AM | [Ignore Me] #1 | ||
Ok, so I'd just like to see some wreckage stick around longer. Maybe make it so engineers can deconstruct wreckage, and measures are taken to prevent TOO much wreckage. For example if a reaver crashes into a field the system says to its self "Is wreckage present within 400 meters?" No? Make wreckage
Is wreckage present within 400 meters? Yes! Is area hot spot? Yes! Is wreckage present within 50 meters? No. Make wreckage!" This way a courtyard or a battlefield would become filled with wreckage, usable as cover by infantry. Direct fire can destroy the wreckage or engineers can clear it (Considerably faster). Could make it easier to push out of a base into the court yard if you can make some extra cover. Itd also be cool to drive / fly past a battlefield with 10 destroyed tanks in a field that happened like 15 minutes ago. (Wreckage would deconstruct after 20.) |
|||
|
2011-02-22, 08:49 AM | [Ignore Me] #7 | ||
Contributor Old War Horse
|
Agreed. This is critical, in my opinion, for the "immersion" aspect of the game. It also adds the need for newer tactics that take into account infantry movement within the wreckage.
Could engineers take the scrapped material and make obstacles, possibly?
__________________
Manitou "On the plains of hesitation lie the bones of countless millions who, upon the dawn of victory, sat down to rest and resting, died." <))>< |
||
|
2011-02-22, 10:18 AM | [Ignore Me] #9 | ||
Malvision
|
I like this idea as long as it doesn't affect game performance.
Would you want them to be cumulative? So you can push them into piles for road blocks/defense purposes? Like "damn the back door has 30 destroyed tanks in front of it again... we need a demo expert in here!" Or Would you have it so there is a minimum distance between wrecks so a ground troop could navigate through a battlefield full of wreckage strictly for cover? Last edited by Miir; 2011-02-22 at 10:20 AM. |
||
|
2011-02-22, 10:29 AM | [Ignore Me] #10 | ||
It used to be a standard tactic to mine a back door area and then stack full ANTs at the back door. It was incredibly effective for ruining a back door drop. That got ninja-nerfed, and then there came a few effective counters such as an EMP + OS combo, and/or a Liberator tank-buster bombing run ahead of the drop.
|
|||
|
2011-02-22, 12:44 PM | [Ignore Me] #12 | ||
First Sergeant
|
Nice idea ...maybe you could expand this idea and have common pool engineering vehicles ( like ant ) sort of like bulldozers to help clear said wreckage or mound it up . Could work if the game engine allowed you to climb up and over some of it.
If a tank blows up in a courtyard , for example , maybe said bulldozer could pick it up and throw it into a silo 'skip' to claim back some NTU's from it . Would be hand if a base was surrounded . Maybe the whole engineering thing could include like irl ..build temporary bridges across gaps/ rivers and give it a whole new dynamic of support . Heck , the mag-mower is dead , long live the bulldozer mower. |
||
|
2011-02-22, 12:48 PM | [Ignore Me] #13 | |||
Wrecks could have a specific timer that they will eventually decon on there own due to the natural nanites around. Last edited by Canaris; 2011-02-22 at 12:50 PM. |
||||
|
2011-02-22, 07:23 PM | [Ignore Me] #14 | ||
PSU Admin
|
I really like this idea as well, the way stuff decons is rather stupid sometimes. I understand why it's done and it would have to be a consideration in PSN as well.
I hate hiding behind things only to have them disappear and wonder if the enemies on the other side could even see the wreckage - was I kneeling in the middle of an open field? |
||
|
|
Bookmarks |
|
|