Air fighting map , is there one out ?

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • Wizrdwarts
    Member
    • Dec 2006
    • 3754

    #16
    Maybe some transports? A good transport crew of 3 or 4 can hold its own against gunships for a while, but make sure the right EU transport chaingun gets fixed somehow.

    Comment

    • xShadox

      #17
      Well , i just hope it will be for singleplayer too becouse i got lots of connecetion problems for now =.="

      Comment

      • General Sniper

        #18
        i hate to be the person that brings this down but i think i have to (altough i like this idea), but there are 3 problems

        1. if you are over 1000m in height the gunship automatically speeds up to about 1231 and flies almost uncontrollably

        2. you could have just a bunch of people jumping off the builds instead of going for the gunsihps :hmm: sounds odd but trust me,

        3. thats alot of spawns to make for like 32 people to spawn on rooftops.. that might be hard

        my idea:
        a large battle containing 2 titans on each side each containing 2 gunships (sorry tonks for what i am about to say its your idea originally) and one flag with a large cap radius and slow ticket bleed, the land around the titans would be hilly, allowing gunship pilots to popup and attack, and there would be a few randomly place buildings, etc.

        story:
        the EU's 4th division is being transported on its way to respond to the recent attack on shuia tiaba and will be the first on the counter attack. the PAC intellegence has interecepted the radio command to move the EU MK-2 Titan
        and as a reaction the PAC sends 2 titans to attack the EU's advancing force, but unfortunatley the PAC intellegence, miscalculated the amount of titans sent, and now as 2 PAC titans Square off against the 2 EU titans, the biggest air battle in the history of ths war unfolds, as the pilots hear the scramble alarms and pilot their gunships

        Comment

        • Wizrdwarts
          Member
          • Dec 2006
          • 3754

          #19
          Take out the parachute then. It would also discourage people from abandoning gunships.

          Comment

          • tonks950

            #20
            Ok I've been thinking about making a custom map for my mod and this is the location I've picked, Atlas Mountains

            Intelligence Report:
            In 2143 the ongoing war in Egypt was leaving the EU low on equipment. In a risky move they established mining settlements on the fringes of PAC airspace, in the resource-rich land among the Atlas Mountain Range. The gamble paid off and within weeks the mines were in full operation. PAC reconnaissance satellites soon scouted the location of the colonies and due to the hostile terrain deployed the 27th Assault Aviation Squadron. Covert observation posts alerted the EU to the attack and as hasty evacuation and demolition protocols were carried out the 314th Airlift Wing deployed the 314th Support Squadron to engage and buy enough time for procedures to be completed.

            I've chosen to make a 1024 scale 4 map which is the biggest you can get, (think Al Basrah of the Project Reality mod).

            Now for all the bad news

            Turns out that the editor doesn't handle steep eroded sides like in the picture and so didn't come out as nice as I'd hoped.

            No dynamic shadows because they don't work with a scale 4 map.

            And finally it will take a while because I don't want to get crap results for my HSC simply because I spent time mapping instead of studying.

            Originally posted by Wizrdwarts
            Take out the parachute then. It would also discourage people from abandoning gunships.
            There's a code that actually stops people from exiting a vehicle once they enter. Its more useful than taking out parachutes because bots tend to have a habit of exiting a burning vehicle (parachute or no parachute) and denying you your points.

            Originally posted by General Sniper
            i hate to be the person that brings this down but i think i have to (altough i like this idea), but there are 3 problems

            1. if you are over 1000m in height the gunship automatically speeds up to about 1231 and flies almost uncontrollably

            2. you could have just a bunch of people jumping off the builds instead of going for the gunsihps :hmm: sounds odd but trust me,

            3. thats alot of spawns to make for like 32 people to spawn on rooftops.. that might be hard

            my idea:
            a large battle containing 2 titans on each side each containing 2 gunships (sorry tonks for what i am about to say its your idea originally) and one flag with a large cap radius and slow ticket bleed, the land around the titans would be hilly, allowing gunship pilots to popup and attack, and there would be a few randomly place buildings, etc.

            story:
            the EU's 4th division is being transported on its way to respond to the recent attack on shuia tiaba and will be the first on the counter attack. the PAC intellegence has interecepted the radio command to move the EU MK-2 Titan
            and as a reaction the PAC sends 2 titans to attack the EU's advancing force, but unfortunatley the PAC intellegence, miscalculated the amount of titans sent, and now as 2 PAC titans Square off against the 2 EU titans, the biggest air battle in the history of ths war unfolds, as the pilots hear the scramble alarms and pilot their gunships
            1. Solution - Don't fly up too high and you won't zoom off the map and out of bounds.

            2. Solution - That's not really a problem. You wil always have ****tards that try to ruin it for everyone else. But by having it in a mod it means that the chances are less likely they will even download it to play it. If it's really a concern you can have players spawn directly into the gunships and coupled with the code that keeps them from exiting it means they have to fly. If that still doesn't work, some creative python scripting will fix them.

            3. Not really a problem either. Also irrelevant to my map so I don't need to worry about it.

            Your idea is fine except from the sounds of it, you only have 4 gunships per side. Unless of course you did it how I did. Also you suggested slow ticket bleed, I prefer high by reasoning that if its a slow ticket bleed there is no real pressure in capping the flags and you can just fly around and do whatever you want. High ticket bleed (and low ticket count) means that if they cap the flag you better move your *** and get it back.

            Comment

            • Wizrdwarts
              Member
              • Dec 2006
              • 3754

              #21
              So are we having vanilla gunships or the ones from Conflict2142/A2A? If it's not too much work could you release a version for both vanilla and your mods?

              Comment

              • tonks950

                #22
                Ok then

                Comment

                Working...