Battlefront Tactics Mod
Moderator: Moderators
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Protector_Pulch
Great.
I just watched the preview-vid again and saw that there's still the CP-concept (taking + defending them). But If you got teams of max. 12 and the same for reinforcements, it would IMHO better to either concentrate on 1 objective (cp, flag, somebody you must eliminate) or get rid of those CP completely.
I just watched the preview-vid again and saw that there's still the CP-concept (taking + defending them). But If you got teams of max. 12 and the same for reinforcements, it would IMHO better to either concentrate on 1 objective (cp, flag, somebody you must eliminate) or get rid of those CP completely.
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Astute
- Rebel Colonel

- Posts: 566
- Joined: Tue Apr 12, 2005 7:03 pm
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
I find this idea very interesting. Looks more like your trying to coax people into playing conservatively rather than aggresively. Seems like an interesting bit of physcology, but one thing I noticed was you were going to lower the health of the units. Wouldn't that just make it easier to run in gunning with so few enemies and them having so few health? Also, what about the overused weapons such as the shotgun or rocket launcher? Will those be removed.(sry, wasn't able to get the video to work so I don't know)
Also, I find it interesting that people complain about the ai, since i've seen them do some pretty neat stuff, such as flank and guard doors. Not sure how to make them smarter, but if you want to raise the difficulty of the ai, double up on your plans. Have multiple paths leading from one hub that denote stealth or flanking maneuvers, and in your script set certain conditions that the barriers to these would be disabled.
Also, I find it interesting that people complain about the ai, since i've seen them do some pretty neat stuff, such as flank and guard doors. Not sure how to make them smarter, but if you want to raise the difficulty of the ai, double up on your plans. Have multiple paths leading from one hub that denote stealth or flanking maneuvers, and in your script set certain conditions that the barriers to these would be disabled.
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Protector_Pulch
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RAymo
- Command Sergeant Major

- Posts: 250
- Joined: Sat Mar 04, 2006 2:21 am
- Projects :: No Mod project currently.
- xbox live or psn: No gamertag set
its true. the never-ending perfect accuracy isnt all that goodProtector_Pulch wrote:I think battlefront's major weapon problem is that you can fire all the heavy weapons(rocket launcher,chaingun, etc.) while running and that you fire all weapons while running without loss of accuracy.
this game needs recoil like in the counter-strike and battlefield series
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Blackdutchie
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Tohron
An interesting idea about reinforcements, perhaps you could simply have them spawn at a continual rate from certain battlefield "entry points". Some of those entry points would also have transports - once a transport spawns, it is given a certain amount of units inside, and that count could lower to zero as units spawn from it, until the count reaches zero and units stop spawning.
Meanwhile, the reinforcement count would simply determine the amount of units that havn't entered the battlefield. Destroying a transport would lower the reinforcement count by however many units were "inside" but had not spawned, and destroying an "entry point" would shrink a side's reinforcements by however many units were "inside" but hadn't spawned.
Admittedly, I'm not sure whether it would even be possible to script the transport thing, but it's an interesting idea.
Meanwhile, the reinforcement count would simply determine the amount of units that havn't entered the battlefield. Destroying a transport would lower the reinforcement count by however many units were "inside" but had not spawned, and destroying an "entry point" would shrink a side's reinforcements by however many units were "inside" but hadn't spawned.
Admittedly, I'm not sure whether it would even be possible to script the transport thing, but it's an interesting idea.
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Protector_Pulch
That's a veeeeeeeery nice concept, but do you think a map that focuses on team combat with 4-12 players needs lots of constantly spawned AI ?Tohron wrote:An interesting idea about reinforcements, perhaps you could simply have them spawn at a continual rate from certain battlefield "entry points". Some of those entry points would also have transports - once a transport spawns, it is given a certain amount of units inside, and that count could lower to zero as units spawn from it, until the count reaches zero and units stop spawning.
Meanwhile, the reinforcement count would simply determine the amount of units that havn't entered the battlefield. Destroying a transport would lower the reinforcement count by however many units were "inside" but had not spawned, and destroying an "entry point" would shrink a side's reinforcements by however many units were "inside" but hadn't spawned.
Admittedly, I'm not sure whether it would even be possible to script the transport thing, but it's an interesting idea.
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MrBiggelsWurth
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Blackdutchie
whilst shooting eachothers heads off in counterstrike and other shooting games.MrBiggelsWurth wrote:*cue angelic chorus*TheTao wrote:Imagine if Counter-Strike had spawning Hummers and APCs that did that.
...
*fetal position*
That, is the natural, pure essence of awesomeness. If we could get that working, world peace would reign, and everyone would cooexist peacefully
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Protector_Pulch
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Tohron
Well, the tactics would be trying to keep your troops (who would now die faster due to being depowered) alive longer than your opponent's troops, while getting transports into good tactical locations, so that you would end up with a larger army on the battlefield than your opponent and could launch an offensive. Of course, a well-played defensive by the other side could remove your numerical advantage and turn the tide of the battle. Basically, my suggestion involves making this more like a real battle.Protector_Pulch wrote:As long as they do so in CS and not in their RL...
This mod should be a Tactics - and who need tactics when he can spawn his enemies with loads of bots ?
Of course, it's your call TheTao, after all, it's your map
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TheTao
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Protector_Pulch
I think this would be strategy instead of tactics.Tohron wrote: Well, the tactics would be trying to keep your troops (who would now die faster due to being depowered) alive longer than your opponent's troops, while getting transports into good tactical locations, so that you would end up with a larger army on the battlefield than your opponent and could launch an offensive. Of course, a well-played defensive by the other side could remove your numerical advantage and turn the tide of the battle. Basically, my suggestion involves making this more like a real battle.
Of course, it's your call TheTao, after all, it's your map
And try to execute great tactics with lots of bots you can't properly control - BF II has only one troop control command.
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[T]he[M]an
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(-MOD-)_Stalin
Well, the game does have recoil, or rather, on weapons that have a fast firing rate, shots seem to get more scattered and less accurate as you keep shooting. The standard rilfe used by the soldiers fires very percisely at first, but if you keep shooting on automatic they scatter greatly.
But, yeah, it still lacks realistic recoil. Anyways, the mod looks great. Good luck with it.
But, yeah, it still lacks realistic recoil. Anyways, the mod looks great. Good luck with it.
