[Spawn System] Para-troopers

Discussion pertaining to the PR Brazilian & FARC Forces faction
Salmonella
Posts: 341
Joined: 2009-07-17 01:30

[Spawn System] Para-troopers

Post by Salmonella »

This should been part of the main faction proposal but we thought better to delay the announcement of how its gonna work, I think now it’s the time.

The main idea is Auto piloted Air Transport with spawn Point on its cargo bay. We've tested several different ways of doing the thing, and discussed many other possibilities. So we get 3 viable ways.

1-The commander sets the starting position, and the plane starts a small radius flyover

2- The plane is full time up and makes a full map circle flyover.

3- The plane starts randomly at a corner of the map and makes a straight line flyover
sorry no video.

Known Issues

Making the plane self-destruct at the end of time/map will kill everyone inside.
Making the plane Player Controllable will bring up tons of teamplay and gameplay issues.
The plane must fly in constant altitude and velocity of ~300km/h

We want suggestions, critics and whatever idea you may think it’s gonna help.

Before someone asks,
No, that plane it’s not finished, neither that map.
No, we not gonna bring vBF2 UAV back.
Yes, Brazilian troops in Amazon do parachuting
Last edited by Salmonella on 2009-12-02 05:35, edited 1 time in total.
Anhkhoa
Posts: 710
Joined: 2009-01-16 02:09

Re: [Spawn System] Para-troopers

Post by Anhkhoa »

Option 1 seems good, as you would have to reliant on a commander. You want to actually get somewhere in the game? Someone command. That gives us more commanders to games played.

However, the plane should be worth tickets as its big, heavy, and is carrying supplies/troops. Making it self destruct at the end of the flying time would be wasting ~10 odd tickets.

The speed is going to be a problem, shooting at the troops is easy, if the plane is flying so low but if you raise the altitude of the jump to 200-300 meters (metres) above cloud level, that would work.
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HughJass
Posts: 2599
Joined: 2007-10-14 03:55

Re: [Spawn System] Para-troopers

Post by HughJass »

really cool.

2 would be ideal as the map should be based around the paradrop.

maybe there is a way to only allow a certain amount of spawns (like 32 or so) until the spawn becomes red and waits about 10 seconds to self destruct (or whatever)
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eenis
Posts: 114
Joined: 2008-12-26 06:59

Re: [Spawn System] Para-troopers

Post by eenis »

could you make it do circles, but have the circles send it towards a map edge? so that when it gets close to the edge, no one wants to spawn and also it will just sit out there so it doesnt loose points?
MonkeySoldier
Posts: 1200
Joined: 2008-08-10 21:03

Re: [Spawn System] Para-troopers

Post by MonkeySoldier »

Is there going to be a new parachute model, or are the Brazilian forces also using that sort of parachute? Good job, btw. :p
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Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [Spawn System] Para-troopers

Post by Amok@ndy »

for N°3 have a look at OPK
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Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Re: [Spawn System] Para-troopers

Post by Bob_Marley »

Sounds good. Option 2 or 3 seem the best to me.

Other than that, can't wait to rock it Fireforce style! :D
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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Bonsai
Posts: 377
Joined: 2006-11-10 13:39

Re: [Spawn System] Para-troopers

Post by Bonsai »

1 - if you want it to be a tactical tool. The CO can overlook the map and decide where to deploy his troops. As reinforcements into a hot zone or maybe stealthy behind enemy lines?

2 -if you want to simply have a "new" and cool spawning feature. (Everybody will know the good landing spots within a short time anyways if you have the same flightpath all the time..)
If you know the enemy and know yourself you need not fear the results of a hundred battles. Sun Tzu
sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: [Spawn System] Para-troopers

Post by sylent/shooter »

Ya good point. I see a problem with it getting shot at really quickly if it flys that low.

Don't forget parachutes only open 300 m safely so have a drop at 500 m. But only the pilot has a parachute so are u going to make a parajumper class?

If u drop at 500m then people won't know where they will land as much b/c of fog of war

Killing the enemy sylently
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Spawn System] Para-troopers

Post by arjan »

i really hope you guys gonna remove the current parachute model, and make the canopy or rounded chute.
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This parachute is steerable but only just a little to adjust.
Would be a nice addition to plan youre landingzone more properly.
Priby
Posts: 2379
Joined: 2008-06-21 18:41

Re: [Spawn System] Para-troopers

Post by Priby »

You should talk to Rhino about it. They might have something hidden in that secret room where they keep the fastropes.
[R-DEV]Rhino wrote:Just to let you guys know I've talked with marconelnk, who is now a R-CON about my ideas of better ways than having a static plane, although we are not going to tell you what thous concepts are yet since most of it is theory thou should work with any luck, this is what he had to say to it :)



so just to let you guys know, we are planning something much cooler, funner and better for game play as well as much more realistic ;)
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BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [Spawn System] Para-troopers

Post by BloodBane611 »

This looks fantastic, I love it! I would vote for option 2 or 3, because having to rely on the commander will not convince people to go commander for a whole map. Something like what happens with area attack now will probably happen, where some SL goes commander and then returns to his squad after ordering it.
You should talk to Rhino about it. They might have something hidden in that secret room where they keep the fastropes.
Yeah, that room may have awesomeness in it. Good idea to check it out, I've heard something about a C-130 on the community forums in the past.
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ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: [Spawn System] Para-troopers

Post by ma21212 »

that be aowsome if you guys acctualy use it
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Hfett
Posts: 1672
Joined: 2006-06-10 20:50

Re: [Spawn System] Para-troopers

Post by Hfett »

This is totaly awesome
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Rhino
Retired PR Developer
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Re: [Spawn System] Para-troopers

Post by Rhino »

nice work guys, OPK has had a system like this for some time which many people are not actually aware of hehe and always has been our plan to do something very similar like this ;)

EDIT:
Priby wrote:You should talk to Rhino about it. They might have something hidden in that secret room where they keep the fastropes.
hehe, ye it's basically the same as this, why I always hated "static planes" in the sky they where just so cheap :p
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Salmonella
Posts: 341
Joined: 2009-07-17 01:30

Re: [Spawn System] Para-troopers

Post by Salmonella »

[R-DEV]Rhino wrote:nice work guys, OPK has had a system like this for some time which many people are not actually aware of hehe and always has been our plan to do something very similar like this ;)

EDIT:

hehe, ye it's basically the same as this, why I always hated "static planes" in the sky they where just so cheap :p
thanks to the feedback, I’m really not aware of any developing of something similar, since I’m not member of the Dev groups.
I just search about parachutes an c130, and I didn't found why not to use it on our faction, since it’s the only that actually employ C130 and parachuting for real missions.
In fact, I did not started a thread on general suggestions cause its not a general tactic.

About the feature itself, what the status of yours development?
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: [Spawn System] Para-troopers

Post by ma21212 »

wait i thought Devs hated paratrooperz?...so this might acctualy be possible?
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cagumelo
Posts: 23
Joined: 2009-12-01 00:00

Re: [Spawn System] Para-troopers

Post by cagumelo »

Hey guys!
My favorite was the first but it has a problem. Ifh we have no commander who would put the paratoopers?
And the idea of exploding the plane is terrible.
In my opinion it should apear in 5 to 5 minutes ( or something like that, on that way people would have to wait 5 minutes until the paradrop to respaw again and would take care), but the plane should not explode, just desapear, like if it is comming back to get morre troops, and he should be able to drop suplys and bombs (didn't liked this last idea just said to change the artilerry but it can be possible I guess)
Or if the team has COMMANDER the plane flys over the map in a predeterminade route (or not) by the commander, and he stays in the plane all the time (as playing as commander), so he can look down like in the UAV, and if a squad got killed you can get in the plane and say to the comander where would you want to go and jump there, and if you need suplys you could wait the plane to drop it to you (never preciousily I guess) or a choper

Well those are my opinions
WelshManDan
Posts: 4381
Joined: 2009-06-30 20:19

Re: [Spawn System] Para-troopers

Post by WelshManDan »

Personally, I prefer number 2, make it circle the map, or maybe even have 2 planes circling.

IMO it makes the game a lot more realistic, as im sure a Jet (first video) wouldnt go that slowly, and in number 2 you actually sat on the back end of the Plane, so it makes it a lot more realistic.
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