Only the default (TGN Light) theme for now. Dark them is also coming back soon. Then CSN. Then Wrestlin' Nation. A lot of WIP stuff right now. There are a couple of things still not working either. Sorry.
Well... with the missile problem - of how if someone fires it into the zone- they still can attack whatever's within the boundary; perhaps they can emulate something like an ECM- fire missiles into the no-go zone and the missiles automatically fly upwards instead.
If not- just make all players in the no-go zone invulnerable until they step out... (and of course, shots coming from within the boundary going outbound will also be null...).
Problem with this idea is that people are definately going to find ways to exploit this... I suppose people just need to be better at adapting to problems like spawn campers and base rape, one way or another.
In short, bad idea. It would be nice if a mod could do something like this for certian bases but I wouldn't want it in a patch
Please, elaborate. If you see an issue, I'd like ta know about it.
Originally posted by Wreck
You were thinking? You sure you weren't playing FH for BF1942? That mods already does this on at least one map.
Really? Cool.
Glad ta hear that modders are thinking too.
Honestly never played that mod. Wasn't into BF42. Had Tribes 2 on my hands at the time.
Originally posted by Six.
Problem with this idea is that people are definately going to find ways to exploit this... I suppose people just need to be better at adapting to problems like spawn campers and base rape, one way or another.
I can't see how you could exploite this on a well designed map.
You shouldn't place anything of tactical value within range of the safe zones.
I could see "sit in the safe zone and spam TVGMs" action being a problem, but they're cutting down the range anyway.
Welll... Wargimp, you could be right, but perhaps SOMETHING to curb possible exploits- just in case not ALL maps are designed to fit this feature of 'boundaries'. After all- you'll have to have the same looking bases for every map that has a 'fenced off' base area- and sometimes it could be impractical.
I say, if we really want to enforce no-go zones automatic sentry turrets and pillboxes that attack enemy forces anywhere within the boundary
I'd rather see just alot more defences in main bases so that it makes it dangerous for someone to go there but still gives the soldier the job of taking care of the raper. Lots of MGs, ATs and AA emplacements when the AA actually works.
Please, elaborate. If you see an issue, I'd like ta know about it
Many things would make this a bad idea for core BF2, commander assets couldn't be at a main base because they couldn't get destroyed by a spec ops, jets would not be effected(it might work on a no jet map) choppers could shoot TV missles into the area, and it would promote even more camping at your main base to get the uber vehicles(aircraft)
If there was a map with 1 un-cap for both sides, and 1 or 2 bases in a middle area, it could work but overall it would be un-successful.
Many things would make this a bad idea for core BF2, commander assets couldn't be at a main base because they couldn't get destroyed by a spec ops, jets would not be effected(it might work on a no jet map) choppers could shoot TV missles into the area, and it would promote even more camping at your main base to get the uber vehicles(aircraft)
If there was a map with 1 un-cap for both sides, and 1 or 2 bases in a middle area, it could work but overall it would be un-successful.
Did ya miss the bit about how this would be used in making new maps?
If those sorts of things weren't taken into account, then the mapper sucked.
This is a good idea.If any of yall have played bfv and played hat map wher the vietcong have the underground tunnels as their "main" base than you know how good this would be. Because if usa wanted to spawncamp not only did they have to go to the back base without dying but than they had to proceed through the tunnel in hopes of finding an enemy. Maybe if theyw ould just create an exit route for the teams uncappable bases(here is an example using karkand. ) it is kind of crappy but is just a layout of what it could be.
It is in my opinion that that would be better because if mec spawncamps than all usa has to do is go their alternate route around their spawncamping.
Any opinions on that pic?
black would be the original exit route and blue is he alternate.
idea would be this kind of thing or have underground tunnels. or tunnels that go through the mountain. many ideas could be used but EA would never put it into a map.
How about this...I've always been annoyed while being base rapped at an uncappable base...then what is more annoying is when your teams tank spawns and now the enemy jumped in it and is using a tank to kill you. What I have always wanted at uncappible bases is an automated defence system. But to make it fair, so spec ops can still come in and destroy assets, it's a commander asset just like the uav and artillery. The commander has to activate it, and it only is operation for a short period of time before having to "reload". This would not only give the commander a new toy since it can get boring having only 4 options to play with, but it could give a team that is being blown into obliteration a chance at coming back. Now I said this is only for uncappible bases, so it wouldn't be for ones that can be captured. Just an idea.
edit: oh I forgot to mention, being a commander asset, it can also be destroyed, but should be deadly to anyone near it when it is activated...just take the essex vulcan gun and missiles and make that the automated turrent or something lol. Like I said, just an idea to help the uncappible bases from being totally raped
Anyone ever tried to take 4-5 medics, all holding their medpacks out, and survive out of bounds? Repairing stacks with multiple wrenches - does healing?
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