Suggestion for a mod-Defending flags

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  • CaptainPuffy

    #1

    Suggestion for a mod-Defending flags

    I would like to see the engineer able to actually be used to defend a flag. It would be great if engineers could build manned guns, such has LMG/HMG, or AA turrets as opposed to using the ones that were built into the maps. Lets say a team captures a flag, they leave a squad behind to defend and in that squad is an engineer. The engineer begins working right away, they put up sand bags and razor wire and place down a couple of machine guns waiting to be manned. Then comes the AT and AA missile emplacements. You now have a fortress that will take a huge amount of coodination to take out and capture.

    Now this might upset the balance of the game, I'm sure you'd see lonewolf-noobs running onto enemy sides and building up LMG's to open up on the enemy. BUT I've thought of a counter to that, lets say each team can only have say 2 LMG's 2HMG's 1 AA and 1AT, with only a certain ammount of sand bags, and so many feet of razorwire. OR another solution, would be allow each team to have a set number of resources, lets say 3000 for simplicity. Lets also assume that a LMG costs 250 resource points per unit to build, where an AT or an AA costs around 1000. Sandbags could be 20, and razor wire could be like 50 a metre. Razor wire could force combatants to walk at a speed slightly faster then crouching, but could be destroyed by driving over it with a tank.

    All these items could be destructable, and as an item is destroyed, the team could get the resources back. This way, you can keep on defending, but you have to rebuild it.

    Lets also say that building these emplacements would take time, and the engineer couldn't shoot while building. This would force some players to **Gasp** actually defend. The sandbags could deflect all munitions except for bombs and tankshells.

    Tell me what you think

    **EDIT**

    This would also be useful for a CTF mod where defense is a must
  • steel_x

    #2
    Re: Suggestion for a mod-Defending flags

    You can't defnd with enginer? I use it all the time... Lay done mines whomp some guy who comes to close with the shoty. Take guys out at long range with the pistol.. if their a chump. But i do like the idea of enginers setting up machien guns and tows and stinges... Sounds cool.

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    • CaptainPuffy

      #3
      Re: Suggestion for a mod-Defending flags

      Its not that engineers are not able to defend, but I believe buldable turrets would encourage them to. It would also encourage others to play the engineer kit.

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      • Raslin

        #4
        Re: Suggestion for a mod-Defending flags

        I like the idea, and have since bf42...

        I think it could be done like this: Engineer regular loses wrench, gains the ability to place a Stinger/Equivilent(Like mortars in FH, they disappear when you get out of them). The ranked slot would be used as an alternative slot, letting them drop an ATGM.

        The Anti-tank should stay the same, but the ranked slot gets an Anti-air weapon instead of an anti-tank one(Getting heli-owned? Three stingers spawn).

        Sniper class would also stay, but lose the sniper and claymores in their ranked slot, gaining a normal rifle(SKS, M-14) and a mortar.

        MG class(forget name atm) would stay same, but ranked slot loses the MG, and gains a .50 cal machinegun that is droppable.

        Medic alternative gets an actual decent smg(M4 for america, etc), loses grenades.

        Spec Ops gets an artillery call in place of C4, for ranked(not re-supplyable)

        Assault alt loses grenade launcher, gets optics on an assault rifle(MEC might use a different AR for ranked, maybe a G3a3 with more ammo or something) and binoculars.

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        • grolsche

          #5
          Re: Suggestion for a mod-Defending flags

          A sniper class without a sniper rifle? Like the idea of defending flags with buildable stuff and always planned to include this in my own mod, but right now im working on the vehicles.

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          • Variyn

            #6
            Re: Suggestion for a mod-Defending flags

            Raslin thats one of the worst ideas ever, but CaptainPuffy you might have something. Now your ideas on how to regulate it arent to good. Just make if that you can only build so many feet away from a captured flag. And only so many turrets can be placed at each flag. Then add that the commander has to approve each building site. Making the commmanders job harder but why should it be easy. If the commander says no well it happens take it up with him.

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            • CaptainPuffy

              #7
              Re: Suggestion for a mod-Defending flags

              I seriously wish I knew how to mod, if I did I would do this myself. Does anyone know of a modding community that would take kindly to some suggestions? I'm the kind of person who has a bunch of great ideas, but I dont have the knowledge to do it myself.

              I like the idea of posing a limit to how far you could place it from a captured flag. I also think the commander should have a play in it..maybe instead of giving his approval, he zooms into the flag and orders the turret to be made. Every engineer gets a special waypoint and a message from the commander saying something like "Build at this location" There could be an "outline" of the turret and the engineer runs up to it, wrenches it for a while, and the turret appears....that wouldn't be that hard to code...you would need an outline and a code for the turret placement, and what the turret does..

              I believe this will be more useful for clan play, more so then pubbing.... I'm sure you'll have noobs galore saying "That flag is uncapturable, campers" and what not, but if they actualy had squads and teamwork, a couple of copters, bombers and an arty strike could destroy the whole encampment.

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