Jump to content

The Next Consumables I Would Like To See - Infantry And Armor


78 replies to this topic

#41 Phalanx100bc

    Member

  • PipPipPipPipPipPip
  • The 1 Percent
  • The 1 Percent
  • 242 posts

Posted 07 March 2013 - 03:05 PM

Very well done and thought out. I wish this could be a sticky on a DEV thread.

#42 Noth

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 4,762 posts

Posted 07 March 2013 - 03:08 PM

View PostSifright, on 07 March 2013 - 03:04 PM, said:


i hope to hell alpine is the biggest map size they are planning.



The next map is supposed to be bigger than Alpine.

#43 eblackthorn

    Member

  • PipPipPipPipPip
  • Shredder
  • Shredder
  • 165 posts
  • LocationOntario Canada

Posted 07 March 2013 - 03:09 PM

I have wanted to see infantry and armor in the game since I was in OB. Not the biggest fan of the consumable implementation but ill gladly take it over nothing at all. Please PGI do this! also Helicopters :ph34r:

#44 Asakara

    Member

  • PipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 977 posts

Posted 07 March 2013 - 03:10 PM

View PostTerror Teddy, on 07 March 2013 - 02:46 PM, said:

Am i the only one finding it odd with superhero infantry running at 24km/h.... O_o

hmm...power armored jump infantry are...infantry...

so MG's are of enough caliber to punch through power armour...

20 to 40mm vehicle mounted machine gun arrays then - or twin 20mm ww2 style anti-air guns


Values can obviously change. It is only a concept after all.

I used Google to come up with the foot infantry's speed:
http://wiki.answers....eed_of_an_human

Answer:
Short distance sprint: about 12-15 MPH

15 mph = @24 kph

Weapon damage values come from TT, but instead of tripling the rate of fire like MWO I only doubled it for them:

Posted Image

#45 FupDup

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 26,888 posts
  • LocationThe Keeper of Memes

Posted 07 March 2013 - 03:11 PM

View PostGeneral Taskeen, on 07 March 2013 - 01:58 PM, said:


Sweep the MG's across the enemy for 2 to 12 Damage Bonus.

Destroy Infantry Battallion with 1 MG Achievement achieved.

Or use a Medium Laser an do the same thing, and be able to hurt mechs, and have a longer range... Remember that our current lasers have a click-and-drag mechanic to them, making MGs and Flamers still garbage if infantry were added. :ph34r:

Edited by FupDup, 07 March 2013 - 03:11 PM.


#46 Sifright

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,218 posts
  • LocationUnited Kingdom, High Wycombe

Posted 07 March 2013 - 03:11 PM

View PostNoth, on 07 March 2013 - 03:08 PM, said:


The next map is supposed to be bigger than Alpine.


ughhhhhhhhhhhhhhhhhh

UGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHH


*collapse*

Why would they do that?

None of the game modes give a reason for having such large maps... it's just ridiculous.

I could understand if we have special objectives that need both attacking and defending but we don't why put a 4 - 6 minute gap between match start and actual combat which is the meat of the game.. it's just mind boggling.

#47 Noth

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 4,762 posts

Posted 07 March 2013 - 03:13 PM

View PostSifright, on 07 March 2013 - 03:11 PM, said:


ughhhhhhhhhhhhhhhhhh

UGGGGGGGGGGGHHHHHHHHHHHHHHHHHHHHHHH


*collapse*

Why would they do that?

None of the game modes give a reason for having such large maps... it's just ridiculous.

I could understand if we have special objectives that need both attacking and defending but we don't why put a 4 - 6 minute gap between match start and actual combat which is the meat of the game.. it's just mind boggling.


They did it because so many people complained and wanted maps you had to spend half the match just to find enemies.

#48 FrostBear

    Member

  • PipPipPip
  • Elite Founder
  • Elite Founder
  • 65 posts
  • LocationGermany/ coming from Hungary

Posted 07 March 2013 - 03:17 PM

Greets. Great idea! I love it, and i agree totally, that they would fit into the consumables stuff. Maybe you should think about, if everyone can call them, or maybe only commander and lance commander, so wouldnt be too much spam, and it would become a more strategic element.

Great idea, gj guys.

#49 VladoG

    Member

  • PipPip
  • Overlord
  • Overlord
  • 24 posts

Posted 07 March 2013 - 03:21 PM

I would like to see a giant pink unicorn appearing on the battlefield that would stab dead one random heavy or assault mech from either opposite team or from my team. It would decide based on a random roll.

Edited by VladoG, 07 March 2013 - 03:22 PM.


#50 Timuroslav

    Member

  • PipPipPipPipPipPipPip
  • Gunsho-ni
  • Gunsho-ni
  • 672 posts
  • Location米国のネバダ州のリノで住んでいます。

Posted 07 March 2013 - 03:27 PM

View PostZyllos, on 07 March 2013 - 02:54 PM, said:


Did I just hear a perfect example of a Push mission type?

Two bases which spawn some type of infantry, fast attack armor, and heavy armor. They will push to the other team's side. Once a base is taken out, the game is over. Four bases will exist, the HQ, barracks, and two different vehicle depots. Destroy one of those bases and they will no longer spawn.

Interestingly, I have never seen a Push style map with permanent deaths.


I think the term you're looking for is Convoy/Ambush map. Where a mech lance escorts a semi-armed convoy against an attacking Mech Lance. Passive radar would make it even more fun. Or where you escort the giant Orbital Guns from an assault lance.

Edited by Timuroslav, 07 March 2013 - 03:28 PM.


#51 Noth

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Infernal
  • The Infernal
  • 4,762 posts

Posted 07 March 2013 - 03:29 PM

View PostTimuroslav, on 07 March 2013 - 03:27 PM, said:


I think the term you're looking for is Convoy/Ambush map. Where a mech lance escorts a semi-armed convoy against an attacking Mech Lance. Passive radar would make it even more fun. Or where you escort the giant Orbital Guns from an assault lance.


That is different than what he is talking about. What he is talking about is similar to how MOBAs work.

#52 Timuroslav

    Member

  • PipPipPipPipPipPipPip
  • Gunsho-ni
  • Gunsho-ni
  • 672 posts
  • Location米国のネバダ州のリノで住んでいます。

Posted 07 March 2013 - 03:30 PM

IN theory it would work then, but the maps would be so Astronomically BIGGER than what they are now. Not to mention the loads of programming. I think I would rather have more Mech at the moment.

Edited by Timuroslav, 07 March 2013 - 03:31 PM.


#53 BlackSquirrel

    Member

  • PipPipPipPipPipPipPip
  • FP Veteran - Beta 1
  • 873 posts

Posted 07 March 2013 - 03:32 PM

Wont happen.

Road map is already laid out.

#54 darkfall13

    Member

  • PipPipPipPipPipPip
  • Survivor
  • Survivor
  • 298 posts

Posted 07 March 2013 - 03:36 PM

View PostAsakara, on 07 March 2013 - 01:48 PM, said:

Standard infantry will runs at 24 kph, while jump infantry jumps at 35 kph.


Sorry I had to stop right here to reply; I am NOT versed in the BT 'verse, just what I know from the PC games and the SNES games (lulz) but do infantry even wear any enhancing equipment (minus Battle Armors)? I'm thinking MW3 intro. If not... man I'm slow...

Edited by darkfall13, 07 March 2013 - 03:37 PM.


#55 Asakara

    Member

  • PipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 977 posts

Posted 07 March 2013 - 03:36 PM

View PostVassago Rain, on 07 March 2013 - 02:46 PM, said:


You ever heard of battledroids? Of course you haven't.
Stop linking to sarna. Sarna's like wikipedia links. You lose instantly if you link there.

Even the goons know this, and by pretending that machineguns are 'anti-infantry,' you've proven that you have absolutely no idea how the game works, no matter if you own actual books or not.


I have a copy of Battledroids. Did you know on page 31 they have rules for infantry?

On page 39 under WEAPONS it states:
"Some droids are also equipped with rapid-fire autocannons or machine guns for use against infantry, aircraft, and other battledroids."

But whatever.

#56 General Taskeen

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • 5,737 posts
  • LocationCircinus

Posted 07 March 2013 - 03:37 PM

View PostFupDup, on 07 March 2013 - 03:11 PM, said:

Or use a Medium Laser an do the same thing, and be able to hurt mechs, and have a longer range... Remember that our current lasers have a click-and-drag mechanic to them, making MGs and Flamers still garbage if infantry were added. :ph34r:


I was trollin', but I think you noes.

#57 Vahnn

    Member

  • PipPipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 357 posts
  • Facebook: Link
  • LocationFargo

Posted 07 March 2013 - 03:45 PM

While it's an interesting idea (and I'd actually have a completely different idea concerning infantry/armor deployment), it should definitely be placed far in the back burner.

I would rather see something a bit more flexible and permanent. My idea would be to have, as a prerequisite to equip the necessary modules, a Command Console installed in the cockpit. Again (as with consumables such as Airstrikes and Artillery,) I see the Command Console component as a viable and effective way to limit the number of players in PUGs who actually equip such powerful items, and in 4-mans and 8-mans, greatly necessitate effective planning and coordination of roles within the group to avoid spamming and abuse of such modules. Her'es my idea:

*Use of all Consumable Deployment Modules (Artillery/Airstrikes/Infantry/Armor) will require a Command Console to be installed in the cockpit of any 'mech using said modules.

-Any 'mech with Infantry/Armor modules installed will drop onto the map with a small group of Infantry/Armor deployed in formation behind them. Via a system similar to the 'Commander' system (a-la the Take Command button on the Tactical Grid), the player in control of such units can give movement, attack, and defend orders to the corresponding units.

-The actual makeup and behavior of such units could consist of something similar to what's introduced in the OP.

I feel the requirement of a the Command Console for any player which wishes to use the modules will go a long ways to prevent abuse and spamming of these features (including Airstrikes and Artillery), and will further increase the vital roles players can choose to pursue.

#58 Asakara

    Member

  • PipPipPipPipPipPipPip
  • The Spear
  • The Spear
  • 977 posts

Posted 07 March 2013 - 03:51 PM

View Postdarkfall13, on 07 March 2013 - 03:36 PM, said:


Sorry I had to stop right here to reply; I am NOT versed in the BT 'verse, just what I know from the PC games and the SNES games (lulz) but do infantry even wear any enhancing equipment (minus Battle Armors)? I'm thinking MW3 intro. If not... man I'm slow...


Please refer to post 44 if you want to know how I came up with that value.

#59 Zyllos

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,818 posts

Posted 07 March 2013 - 03:57 PM

That is true.

Maybe a redux Assault mode which contains a small spawned unit of infantry, light, and heavy armor. That small unit of AI moves toward the other's base.

If a player controls a Command Console, they can issue commands to those troops.

Eh?

#60 Volume

    Member

  • PipPipPipPipPipPipPipPip
  • The Privateer
  • The Privateer
  • 1,097 posts

Posted 07 March 2013 - 04:14 PM

This will never happen because it would actually force them to program AI; airstrikes/arty strikes are just animations/static path shell/bomb drop animations.





17 user(s) are reading this topic

0 members, 17 guests, 0 anonymous users