Jump to content

Battlecruiser Multiplayer Discussion


Supreme Cmdr
 Share

Recommended Posts

In between coding, I have been creating the space and planetary regions for multiplayer. As you probably know, the single-player regions are just too massive and not designed for this type of multiplayer. They can only work in an MMOG type environment - which is why only BCO will have the actual galaxy (but with many more systems) as it is currently.

That said, I am a tad concerned about the planetary ranges. Space is not a problem, since you have the power of HyperJump and most engagments take place in a controlled environment, near stations etc.

On the planet, it is quite a different story.

While I have control over how large the planets should be, thats not the problem. The problem is the distances between bases. What is the best compromise without having the game environment feel like you were playing on a restrictive map like in other games.

e.g.

If you were flying a Heavy Assault Gunship (max speed 300 m/s) from your base to an enemy base that is 250km away, it would take you about 13 minutes to get there - if you don't get shot down.

In a Raven super fighter (2230 m/s), it would take about 2 mins!

In an ATV (50 m/s), it would take you about 84 mins!

In fp mode as an EFM (running @ 9 m/s), it would take you 7.8 hrs - assuming you don't die from exhaustion.

So, here's a scenario :

You start a game as a pilot, marine or fighter pilot and you decide to play offensive i.e. wait for the enemy to come to you. In this scenario, you don't care about ranges, since you are at home base. Unless of course you are the impatient type and don't want to sit around twiddling your thumbs waiting for the enemy to show up.

As a pilot, even if you only found a spare HAG, 13 mins is probably not a big deal. It will be if you decide to fly helter skelter into an enemy base without evading their radar. You'd have to keep spawning and attempting that 13 min hike each time.

If you found a fighter, even if its not a super fighter, you'd get there quicker; but the problem is that due to its speed, you will find that there isn't that much of a distance to cover and probably not as much fun if you can zip back and forth in under 4 mins.

As for the vehicle or marine, I don't care how fanatic a gamer you are, driving 84 mins to the conflict is just not going to be fun. Heck, most multi-player games end within an hour (e.g. CTF-type games).

So, I thought of a solution to the vehicle/mp issue. Dynamic Jump Pads (which allow you to jump from one area to the next on the current planet or a different planet) will work just fine in first person since you can just zip from your base to theirs.

In the multiplayer mzones, I'm probably going to place DJPs outside the bases so that you have to travel a short distance. Leaving them inside the bases just promotes camping I think.

With vehicles, I can either allow them to work with DJPs or allow them to be loaded into transports or shuttles for deployment. So, a player who happens to have access to a transport or shuttle, can just wait for vehicles (and probably other fp players) to hop on-board. Then take off, land at the base or closeby, everyone piles out and heads to the enemy base.

The problem with the above scenario is a problem I've seen in ALL mp games with player vehicles e.g. Tribes, BF1942 etc, some players are bastards and will hop on the transport and take off. With absolutely no team spirit in mind. The result? The jackass heads into enemy territory, lands, jumps out and gets into action. Leaving the transport to be destroyed and other players stranded at home base and without a ride. Of course, more often than not, he gets his sorry ass shot to pieces. Meanwhile, the team has lost a means of transportation and has to wait for it to respawn...so the next bastard can pull a similar stunt.

And this is EXACTLY the reason why mp is going to be strictly class based. If you are a marine, you stand no chance of flying ANY craft. And if you are a pilot, you're not going to get weaponry thats going to allow you to play as if you were a marine.

So, I am open to suggestions on how best to design this in order to cater to all sides. BEFORE you post, make sure you go over to battlecruiser.net and read the FAQ which describes basic mp functionality.

[ 10-04-2002, 06:12 PM: Message edited by: Supreme Cmdr ]

Link to comment
Share on other sites

  • Replies 156
  • Created
  • Last Reply

Top Posters In This Topic

Well, I love the idea of a teamwork based approach. I think the idea of being able to shuttle your buddies to the front lines or dust them off to bring them back for medical attention/reloading, etc is fantastic.

I think you have pretty good system in mind, SC, with DJPs for personal and shuttles/transports for vehicles. On the scale of BCM MP, BCM Gold MP and BCG MP it makes the most sense.

As a possible solution for the pilot who takes a shuttle to go to front lines to get in the %#%^ rather than transport thier comrades, you might want to look at the scoring system. If you're planning on having some type of individual scoring for a scenario then adding points for successfully transporting other players might be an option to further encourage teamwork.

Also, besides OCs, will individual Marines be able to be transported by shuttle as well? It would be a nice way around camping of DJPs, since it provides a slightly less instant alternative way for marines to bypass the DJPs if the enemy decides to camp them (and possibly exploit weakened defenses inside the base itself).

[ 10-04-2002, 02:48 PM: Message edited by: Litvyak ]

Link to comment
Share on other sites

Personally, I think that you should never need to travel more than 5 mins between a base, because there's too much wait, and less fun. the shuttle idea is good, and the pilots should not have more than their pistol. planetary fighters could only be kept as base defense, since their have no shielding, and should be available in large amounts. Shuttle pilots would have basically no assault power, as opposed to most other game's APCs

Also, I believe shuttles should also be used as mobile resupply stations - eg when you are inside a shuttle you can get your health/armor/ammo back, and change weapon even (maybe), so shuttle pilots would have a true reason to be (Not many people will want to be bus drivers in mp). Not many people will dare try the resupply stations, since they can be killed anytime at it, but shuttles are less of a hazard.

So to resume ..

- bases should not be more than ~5 mins from each other at fighter-shuttle speed

- Shuttles should be promoted as what they are - shuttles, to carry both OCs and marines

- Shuttles should also be used as mobile resupply stations

- Planetary fighters should be easily available for main use as base defense

So that's what I think.

[ 10-04-2002, 02:48 PM: Message edited by: Epsilon 5 ]

Link to comment
Share on other sites

IDEAS (based on what I can gather from the FAQ as well):

I understand that there will be distinct play modes (scenarios). As far as the size and scope of BCM I understand why this is necessary.

1.)Space Region Mode: Planetary Region disabled, all game types are supported in space only which are applicable.

Ideas for this: 3 space regions - Enemy staging area - Middle area between regions for space battles - Friendly staging area.

Arranged like so :

() Gammulan or Insurgent starstation and planet - Center region with asteroids, etc. - () Galcom or Earthcom starstation and planet.

Alternatives and addins would be -

A.)Traders, UCV classes required to dock with friendly stations to supply them. If enemy destroys enough of the UCV trader players, enemy station cannot continue spawning ships. This would require another region for UCV nonMilitary spawning. Details could be worked out later.

2.)Planet only mode: 2 Bases,

A: Pilots have pistol only - can fly any craft

B: Regular Marines have any weapon pack they choose except Sniper rifle (like Tribes) can drive jeeps, etc. *Give Marines some type of SOS style beacon transmission for pickup* (like what happens when a ship is damaged in BCM, a blue ring, except instead of S.O.S. have "requesting pickup" so that shuttles can land near him)

C: EF Marines get sniper rifle plus everything Marines get plus extra grenades, and a jetpack. Cannot drive though.

3.)Planetary and Space scenarios: Combine the above, except add in extra bases (3 apiece on planet)

SPECIAL RULES:

DJP about 1 minute out from base for marines walking.

No R.A.N.D.O.M.'s

The Balancing between Soldiers would need tweaking probably...

QUESTIONS:

How many players will a regular server as opposed to a fleet server hold?

Would it be possible to make Pilot and Craft spawning base further back so as to raise time of travel?

And also to knock out enemy air power knock out their launch pad?

A capture point in enemy base, as well as a way to keep enemies from respawning?

I'll post more when I get home. Just starting out.

Link to comment
Share on other sites

quote:

If you found a fighter, even if its not a super fighter, you'd get there quicker; but the problem is that due to its speed, you will find that there isn't that much of a distance to cover and probably not as much fun if you can zip back and forth in under 4 mins.


Another thought just occured to me. I realize that some scenarios will be strictly planet based, but others will allow access to space. If space is accessable, then under the current BCM system distance doesn't matter at all to FCs and SCs, since they can simply set a waypoint over the enemy base on tacops, go out to orbit and then reenter the planet region right over the enemy base in just a matter of a couple minutes. Will this capability be getting a change in MP? I know this system is getting an overhaul further on down the line (BCG... I think).

EDIT:

I do have a question related to the space component of MP, SC, if you're willing to entertain it at this time. If not, it can wait.

[ 10-04-2002, 03:31 PM: Message edited by: Litvyak ]

Link to comment
Share on other sites

Hmm, the distance on planets are not a big problem when you use only Fighters that are able to start into the Space. Why i should fly with a Interceptor over 12 minutes to the Base when i can start into the Space, Orbit the planet and than Enter again the Planet at a New Position?

Same with Marines and Tank┬┤s when they are Transportet in a Shuttle.

And when the enemy Look┬┤s then in the Direction where we should come from with our tank┬┤s or Marines we stand behind them

But a Real Planet Fight will be make more fun with the BCG i think, BCM play┬┤s more like Space Action and Capital Ship Action, you cant do mutch as a lonely Marine in the nothing on a Planet, that┬┤s true.

And i like R.A.N.D.O.M. , in my last test i blow up whole Earth, uhh

I think only 1 or 2 RANDOM`s in the whole Multy Game would make more fun, who will get the first RANDOM and win the War? Would be a nice Play Mode, hehe, Search the Ancient Artifact and win the War for your Race Team

I talk to mutch, i just want to demonstrate who easy it is for 98% of the Vehicle to get quick around on a Planet.

And, yeah, my english isnt the best, i hope you understand it ^^

Link to comment
Share on other sites

quote:


Originally posted by Litvyak:

EDIT:

I do have a question related to the space component of MP, SC, if you're willing to entertain it at this time. If not, it can wait.


You're a Beta tester, you can ask/post anything you want. Within the limits of my indulgence of course.

Anyway, I'm going to wait for a few more posts before I start responding. Probably tomorrow morning. But what I've seen so far, there are good posts and suggestions all around. It seems that me throwing this out there for debate, was a good idea. I'd hate to have done it my way and then have to go back and change it all again (in a patch) because everyone was *****ing about out loud.

[ 10-04-2002, 06:04 PM: Message edited by: Supreme Cmdr ]

Link to comment
Share on other sites

I forgot about the planet-space-planet shortcut.

Well my ideas mostly apply to planet-onlt scenarios, but in case of mixed environment, I suppose there could be a timer before you can eenter a planet again, or a transitional timer - you have to wait to actually switch between space and planet .. Since most ships go around 1.5k/s, and you break atmosphere at 72k from 30k high, that would barely be ~30s

Link to comment
Share on other sites

I love the sound of strict player classes...because I love teamplay multiplayer. It makes sense that a marine can't fly a shuttle!!

For the marines, is an AI guided shuttle a possibility?

I like the sounds of the distance set out in the first post....13 minutes, for a fighter, would probably mean you would engage the enemy air in around 6.5 minutes. Imagine it, then it would, from that point on, an escort mission for all the fighters. The fighters would try to get there transports to the enemy base w/o them been shot down by enemy fighters...When near the enemy base, the fighters could quickly do a SEAD missions to ensure the safe arrival of the shuttles.

When the shuttles land, the fighters secure the LZ. Then the ground slaughter begins. Now that’s teamplay....

I think, DJP's would defeat the scale of BC's planets!! They would encourage anti-teamplay, and you would also loose the 'vitalness' of the teamplay shuttle(teamplay full-stop).

In sum up, if you only allow the ground forces to be delivered by shuttles only, you will get bigger ground battles, instead of pathetic one-on-one engagements!!

Am I just blabbing on....???

Link to comment
Share on other sites

Ive always been a fan of team based games, and the idea of using shuttles to carry people around seems a better idea to me.

The DJP would work, but as its been mentioned, you will have to deal with campers, hanging around them.

But I feel that the DJP takes away the fun of navigating the terrain on your way to your desination, so the you dont get the same feeling of the distances involved.

Using shuttles opens up a lot of game play too, if proper team play is used. You will end up 'needing' each other in urgent situations such as you base being over run. Just call in for evac and get the hell out of there!

Theres the anticipation of the shuttle arriving, and the fear of the shuttle not making it there in one piece (air support please!!).

But with the DJP, you just run over to it, step in and POOF, your in another location, away from danger, which seems a easy way out to me, even if the DJP is set a distance away from the base, it seems less fun.

Thats my two cents anyway.

Link to comment
Share on other sites

quote:

You're a Beta tester, you can ask/post anything you want. Within the limits of my indulgence of course.

Just wanted to make sure it was ok to stray mildly off the ground subject.

If SCs will be able to transport OCs in MP, then will CCs be able to transport player controlled FCs and SCs?

[ 10-05-2002, 03:19 AM: Message edited by: Litvyak ]

Link to comment
Share on other sites

What about each player spawing having a unique base out of say 3 bases. In order to continue playing if their base is overrun, they must Evac, and get to another base where they must touch a point to transfer themselves to that base?

Would give suspense to the Evac. And make a special COMMANDER character for MP who will order evacs and stuff.

Would be unique, but not sure if implementation would go well...

Link to comment
Share on other sites

quote:

As I understand it what you are referring to is multislot assets, and last I checked that was scheduled for BCG.

Not quite the same. Multislot assets involves multiple players crewing or riding on the same vehicle. What I'm reffering to is CCs being able to carry FCs and SCs in the way we're talking about SCs transporting OCs.

EDIT:

Reworded the original question to make it a little less confusing, I think

[ 10-05-2002, 03:20 AM: Message edited by: Litvyak ]

Link to comment
Share on other sites

As for the fighters, the problem that I forsee is that it would be too fast and would cover the maps too quick if the bases are put closer together. Thats what happened in BF1942 where it just overshoots the map more often than not, especially if I were to dogfight. But then, toning down the fighter's speed is also not the solution as it will ruin the feel of it.

Link to comment
Share on other sites

quote:

Originally posted by fendi:

As for the fighters, the problem that I forsee is that it would be too fast and would cover the maps too quick if the bases are put closer together. Thats what happened in BF1942 where it just overshoots the map more often than not, especially if I were to dogfight. But then, toning down the fighter's speed is also not the solution as it will ruin the feel of it.

That makes me think. In Aces high, most planes can go around 250-300 mph, while a panzer goes around 25mph, and a half-track at 45mph. Makes a huge difference, and renders ground vehicles useless for anything but base defense. the trick used in this case is to make the spawn point closer to the enemy base, so the time travelled isn't too long.

This could work for bc mp too - using a random placement radius would make it even better - or even better, several ramdom radius (e.g. you can appear from any side of the base). Makes the game more intense.

Link to comment
Share on other sites

OK, Where do I start? Its going to be tedious for me to quote each and every post that I am refering to, so, you do the hard work of figuring it out, I'll just try to make one post which contains all thoughts from posts before mine - rinse, repeat.

If you don't see me mention an issue you have posted about, then it most likely falls into one of these categories. Take your pick.

  1. Its rubbish and I can't be arsed to respond
  2. Its outside the scope of what this topic is supposed to be discussing. When in doubt, go back and read my FIRST post.

    e.g. Epsilon 5, approx 75% of your posts fall into this category. But thats not surprising because your noted enthusiasm is infectious and you seem to not have generated enough anti-bodies to counter it.

    e.g. $ilk, approx 90% of your posts fall into this category.

  3. It was just commentary in response to other posts and doesn't contain anything unique for me to respond to. This is not a bad thing. It just means you're paying attention and participating within the scope of the thread topic.

    e.g. Rosko, Roberto, your posts fall into this category.

That said, lets get started, shall we?

  1. Even though there will be a deathmatch type game mode, the primary goal of BC mp is to promote teamplay in much the same vein that this community has fostered this concept over the years. I didn't invest thousands of man hours and thousands and thousands of dollars developing and licensing technology to promote teamplay and community, to watch it turn into a free-for-all overnight.

    Bear this in mind. Anything that threatens teamplay in any shape or form, will be suppressed and/or removed from the game, now or in the future.

  2. Fifteen mins (airbone) to go from one base to another, is not a big deal. Even if you are in a fighter which would take 2 mins, just throttle back your speed. Thats why you have it. Use it.

    Anyway, this 15 mins transit time, will be my marker for determining max distances on the planet. I've played games where it has taken me upwards of 30-40 mins to see any kind of action. I get there - and get shot down (e.g. F4.0) in under 5 mins, by an errant SAM.

  3. I hear the arguments about DJP use for troops and my concerns about camping seem to be valid. Some ideas that come to mind are (a) put a timer on the DJP. e.g. it is on for 5 mins, then off for another 5 mins. Something like that. This way, its not always on and cannot be abused. (b)anyone going through a DJP will be invincible to weapons fire for a period time and they cannot use their weapons either. This makes the job of the camper a lot harder because the person using the DJP can scurry for cover quickly. A moving target is a sniper's worse enemy - assuming you're not foolish enough to be moving in a straight line © only personnel will be allowed to use DJPs.
  4. The games will be strictly class based. e.g. marines won't be able to fly any craft while pilots can fly anything but will only have access to their pistol (its shots will be made more powerful) and a TDU.
  5. Since most threat units in mp will be player controlled (e.g. if a SAL is firing, it means someone is in it), it is going to be up to both sides to protect their assets.
  6. There will be an automated AI controlled transport system which goes wp to wp, within and outside bases. Each base will have their own and cannot enter the other side's transport. But they can blow it up. The waypoints which end up at the enemy's base, will not be within the base, but a very short distance away.

    This brings up the need for a player controlled fighter escort for this transport system.

    Once the shuttle reaches the base, it will hang around on the ground for a period of time (e.g. 5 mins) before taking off to its next pre-determined waypoint drop. It will thus land at each wp and wait for people to hop off or on.

    These shuttles will have the ability to pick up OCs as well as personnel and will have limits which match the number of players on the server. e.g. a 16 player server means that a shuttle can carry 16 personnel and 16 OCs at any one time.

    Once in transit via this system, you will only have an outside view of the world. The HUD will also display the shuttle's status. This way, you can tell if you should jump off (assuming that you have a jetpack or are close enough to the ground to jump without dying) the shuttle or wait until it gets where its going - in one piece.

    I see no reason why you won't be allowed to use weapons while on board this vehicle. Your fp view can be used for this purpose. This allows you to fire rockets and ground enemies in the even that they're camping the transit system. Remember, LR12's are guided rockets. Of course you can lob grenades at will.

    If the shuttle gets blown up in transit, it doesn't mean that everyone on board dies. This will depend on your armor and the altitude at which you get thrown out of the shuttle when it is destroyed. I am thinking about this one seriously, for gameplay purposes. And this is one of the reasons why the transit shuttle's max altitude will be very close to the ground - and its armor beefed up. Just think of it as an airborne rail system. Same concept.

    Players will be able to hop off a shuttle at any time, in the event that it comes under heavy fire and takes serious damage.

    Each time a shuttle reaches a waypoint, it will be auto-repaired to full functionality. This will be instantaneous and while its waiting for its take-off cue at that wp.

    There will be other transports for players to control, in the event that the transport system is shutdown and waiting to be re-spawned (similar to the rebuild state).

  7. Using shuttles are FARP is something I had considered (after playing BF1942 in which the APC does something similar) - but I am not sold on this idea thus far. Only time will tell, I suppose.

    Besides, there are supply stations for that and you can even use the enemy's own if you happen to be in their base.

    In BCG, Engineering Corp Marines have the ability to set up FARPs at any location they desire. This is simply a matter of deploying a mobile supply station and protecting it with a PRL and/or PSU.

  8. Players will have the ability to either (a) use their TDU to broadcast serious threats to everyone on their team (these targets will show up on radar as Yellow maybe) (B) emit SOS which will alert other players. So, if someone is flying a shuttle, they can probably pick you up. TO prevent abuse, of course, the SOS emitter will only work when you are at a certain LF threshold. Also, the enemy won't see the SOS emitter of a person in another team - not even on the map.

    Using either of these methods also provides a mechanism for providing drop/dust-off points for player controlled crafts because the AI transit shuttle will NOT stray from its pre-computed waypoint pattern.

  9. A limited number of vehicles and crafts will be available at each base. These will be spawned at the base depending on their destruction. e.g. if a base only has 4 fighers and they are all in use, there won't be any more. If one gets destroyed, it will re-spawn later at the base.

    And anybody can use these units based on their class. e.g. if you land a HAG near an enemy, he can steal it.

  10. In some games (e.g. BF1942), some annoying players have the habit of destroying their side's units and PKing to their hearts content. My technology has the ability to determine if you are within a region, mzone, scene etc. As such, any destruction of your side's property - even once - or shooting another player intentionally, will have you auto-booted + auto-banned from the server. NO questions asked. The same friendly fire logic used for NPCs, will be employed. If you hit something/someone more than a few times, this shows intent and not just friendly fire.
  11. Transitioning from space to planet in BCM/BCMG will probably not change from the way it is now. So, setting a waypoint over a base is not a problem. HOWEVER, unless the scenario that is running provides the ability to launch from space (as a pilot), you will be launching on a planet.

    In BCG this will change because you have to be in orbit in order to set a waypoint. This puts you at risk of being shot down by planetary STO units.

  12. There are currently NO plans to allow the use of RANDOM in any BC mp game.
  13. How CC's will work in mp is still not very clear. It is a very, very complex issue in mp simply because of the advanced nature of these assets. e.g. if you allow a CC to carry player controlled FCs, then the engine has to know that whatever the CC is carrying is either player controlled or an NPC unit. Very, very shady. To the extent that I may not allow it until I've had enough time to figure it all out for BCO - where it will be needed the most.

    It is easier (especially for AI units) to allow this for shuttles and transports because in mp any use of NPC assets can be disabled i.e. these units will be created empty. And without the ability to buy any FC/OC units, this means that those asset slots can only be used by player units. The same can be said for carriers and cruisers, but those assets are far more complex than shuttles and transports, and is not cut and dry.

    Anyway, with the exception of shuttles, none of this will happen in BCM anyway. This gives me time to figure it all out for BCG and beyond.

    Besides, scenarios which are primarily planet based (even if they have a space region active), will most likely not have carriers or cruisers for use. The cmdr career is a highly advanced and complex one. If not carefully thought out, can severly impact and create a very, very bad inbalance in any mp game - especially one which takes place on a planet. Which is exactly why planetary based scenerios (even if they have a space component), won't provide any carriers or cruisers. The space scenarios obviously will - and with restrictions on this career.

Thats it. I will respond to the next batch (posts that came after Adam's last post) later, if I see anything new.

[ 10-05-2002, 10:08 AM: Message edited by: Supreme Cmdr ]

Link to comment
Share on other sites

quote:

In some games (e.g. BF1942), some annoying players have the habit of destroying their side's units and PKing to their hearts content. My technology has the ability to determine if you are within a region, mzone, scene etc. As such, any destruction of your side's property - even once - or shooting another player intentionally, will have you auto-booted + auto-banned from the server. NO questions asked. The same friendly fire logic used for NPCs, will be employed. If you hit something/someone more than a few times, this shows intent and not just friendly fire.


I couldn't agree more with that system. I like it better than not having friendly fire, since that leads to unrealistic tactics, and it doesn't allow morons to ruind everybody else fun.

I do have a question, though, will there be new team based texture sets for MP so that the enemy can be identified or some other sytem to tell the 'good guys' from the 'bad guys'?

EDIT:

Nevermind, went digging through the textures and answered my own question. There's already additional copies of character textures with team based colors for four teams

[ 10-05-2002, 02:44 PM: Message edited by: Litvyak ]

Link to comment
Share on other sites

That sounds good, something like Galcom Blue, Earthcom Green, Insurgent Black, and UCV's Red.

Sorry about going above scope on posts SC, but glad to see you plan to incorporate my SOS comment.

I don't really see a problem with long flight times as it would inoorporate teamwork, i.e. Marines shuttle in, destroy the air defenses in a base (which should be auto rebuilt after a 30 min unless the main structure of a base is destroyed which prevents rebuilding. Then the fighters could fly 15 minutes without being zapped and having to fly again.

Unless you'd want to incorporate weaponless engineers that could work to fix things.

Link to comment
Share on other sites

quote:

Unless you'd want to incorporate weaponless engineers that could work to fix things.


Engineering Corps Marines (along with medical, recon and assault types) are coming in BCG, but don't know what capabilities they'll have.

Link to comment
Share on other sites

Why is this post even here? Look's like you've got it all figured out SC....

But I was thinking about the DJP's, ...if the game needs them, then when a marine (or whatever) travels through a DJP, instead of the player emerging at the enemy DJP point, have the player appear at a random location within a radius surrounding the base (or have the player choose the spawning location in tacops).

This would turn DJP's into transporters like the ones you find on the CC's. This would eradicate spawn camping, and keep everyone on their toes!!

If you ask me, I would say DJP's are very powerful, and need to have restrictions on how often you use them. A squad of player marines could infiltrate an enemy base before anyone could say 'big moo cow'(don't know why I said that!)

Link to comment
Share on other sites

quote:


Originally posted by $iLk:

Unless you'd want to incorporate weaponless engineers that could work to fix things.


The ability to fix things or treat personnel will not be in BCM (and that means BCMG too) because it is not supported. And no, you can't play as an engineer or medic either. So thats out of the question.

quote:


Originally posted by Litvyak:

Engineering Corps Marines (along with medical, recon and assault types) are coming in BCG, but don't know what capabilities they'll have.


The RFM and AFM are just marine types. The interesting ones you are talking about are the ECM and MCM types. Both will be armed but the ECM will have a repair kit and be able to fix anything, as well as deploy mobile FARPs; while the MCM will have medkits and be able to treat all manner of injuries, radiation and infection.

BC games will NOT have powerups, pickups and all that crap strewn around. Its not that kind of game. If you're going to use a medkit, you can only get it from a supply station, a FARP or an MCM. This is why all personnel types have the ability to carry several amounts of medkits on them.

quote:


Originally posted by Rosko:

But I was thinking about the DJP's, ...if the game needs them, then when a marine (or whatever) travels through a DJP, instead of the player emerging at the enemy DJP point, have the player appear at a random location within a radius surrounding the base (or have the player choose the spawning location in tacops).

This would turn DJP's into transporters like the ones you find on the CC's. This would eradicate spawn camping, and keep everyone on their toes!!


The way DJPs work will not change - apart from the operational timer in mp. If I was going to implement random radius spawning, I won't need DJPs, would I?

quote:


Originally posted by Commander Jamont:

Well seeing how other games would handle this i say just fly or drive there with what you have , and yes for marines that need to walk an apc with a human player in it should do it..


You haven't been paying attention, have you?

The problem is not with having vehicles pick up troops. It has to do with the distance. Unless the bases are really close, driving from one to the other is out of the question. The way I see it, if you are in a vehicle, the only way you're going to get to a hostile base quickly is by shuttle. Otherwise, you'll just be driving around in the general vicinity of your base, once the enemy comes calling.

Link to comment
Share on other sites

I really like the idea of teamplay. I've been thinking about and you've removed some of my fears

3. i'm for point (b)anyone going through a DJP will be invincible to weapons fire for a period time and they cannot use their weapons either.

quote:


5. Since most threat units in mp will be player controlled (e.g. if a SAL is firing, it means someone is in it), it is going to be up to both sides to protect their assets.


Does this include BCM? I think you need airdefences for the offensive force as well (like in domination). Assuming people will not fly HAGs/LAGs all the way to attack the enemy base i think they have a clear disadvantage. Assume the enemy base goes on the defense they can attack the friendly groundforces with fighters,HAGs,LAGs and enemy groundforces. If it also has static airdefences it makes it even worse.

Maybe a static/mobile SAL/SAM near the spawnpoints might compensate. AI or player controlled.

The FAQ says: USE OF THREAT ASSETS NO that's why i ask.

6. I think it should be an "armoured train".

They will score a lot of points if they destroy the shuttle. Maybe using smaller a shuttle (4-8 players/OCs) with a higher rotation will stop them from attacking the "shuttle-train".

Interesting 13 points. Will think about it some more.

[ 10-06-2002, 03:48 PM: Message edited by: Mano Faber ]

Link to comment
Share on other sites

quote:

Both will be armed but the ECM will have a repair kit and be able to fix anything, as well as deploy mobile FARPs; while the MCM will have medkits and be able to treat all manner of injuries, radiation and infection.


All I can say is awesome! I really can't wait for BCG... I don't know I've always found something appealing about the idea of playing a combat medic (oh well... so maybe I'm not about death and destruction all the time... sue me ).

Link to comment
Share on other sites

 Share


×
×
  • Create New...