Author Topic: Troop behaviour options  (Read 889 times)

Offline wngover

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Troop behaviour options
« on: May 27, 2011, 02:29:42 PM »
Love the new troops.  Now lets take it to the next level.

Multiple entry points to capture point:
    - Troops should be able to enter from multiple sides as applicable to the capture point.  (2 for VH field, 4 for towns)
    - This will mean that team work will be required for better defence and multiple points of attach/strategy can be deployed

Multiple troop should not always run in a straight line:
    - Troops should be able to take indirect zigzag path or straight line
    - Troops should stop/start on their assault zigzag path and "take cover"
       "Take cover" should be simple like drop to ground and then get up move several yards, then repeat cycle.

Depending on the base take situation, Quick assault or Heavily defended, the troop can be deployed accordingly
     - Implementation could be as simple as:  .salvo 10 / .delay .5  / .mode 1=rush, 2=zigzag and cover

My intent is not to make base taking simpler or easier; just to add to the immersion factor.
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Offline RTHolmes

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Re: Troop behaviour options
« Reply #1 on: May 27, 2011, 02:55:48 PM »
 ... and complexity ...
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Offline ImADot

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Re: Troop behaviour options
« Reply #2 on: May 27, 2011, 03:42:08 PM »
I'd be happy if they don't still play Superman and leap over buildings and trees - make them go around objects.  It's been a while since I've seen troops run; maybe they're already fixed.
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Offline GNucks

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Re: Troop behaviour options
« Reply #3 on: May 27, 2011, 03:50:16 PM »
Well they have nice animations now, but I think they still run in a straight arrow line.

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Offline icepac

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Re: Troop behaviour options
« Reply #4 on: May 27, 2011, 10:44:03 PM »
I think they should be doing the Jimmie Johnson race car driver dance in the hangar.

http://www.youtube.com/watch?v=t7tPs6QYARM
« Last Edit: May 28, 2011, 12:23:10 AM by icepac »

Offline Raphael

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Re: Troop behaviour options
« Reply #5 on: May 27, 2011, 11:06:34 PM »
good idea. also why not make it so troops are visible while in the jeep or m3 lvt etc and also why not making it so you can kill some ofthem as your shots hit them in the gv, like when you are diving on an m3 to strafe and then some troops die while they are inside. so it could equilibrate the diffculty of having them with those behavior changes.
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Offline prowl3r

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Re: Troop behaviour options
« Reply #6 on: May 28, 2011, 10:50:36 AM »



I'd be happy if they don't still play Superman and leap over buildings and trees - make them go around objects.  It's been a while since I've seen troops run; maybe they're already fixed.

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Offline AWwrgwy

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Re: Troop behaviour options
« Reply #7 on: May 28, 2011, 10:54:04 AM »
So the wish is for troops to take longer to reach the map room because they are running in random directions instead of going directly to their objective?


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Offline Raphael

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Re: Troop behaviour options
« Reply #8 on: May 28, 2011, 12:36:32 PM »
yes. so they don't act like ghosts.
Would be nice if there was an animation of one troop actually raising the flag when base is captured or the flag comes back up.
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Offline iron650

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Re: Troop behaviour options
« Reply #9 on: May 28, 2011, 02:36:11 PM »

"Take cover" should be simple like drop to ground and then get up move several yards, then repeat cycle.


How about when an enemy's inbound they shoot the guns in their hands and take cover? How about taking cover in houses? Or shoot at enemy troops? It is odd how they run through town buildings.

Offline Raphael

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Re: Troop behaviour options
« Reply #10 on: May 28, 2011, 02:52:22 PM »
How about when an enemy's inbound they shoot the guns in their hands and take cover? How about taking cover in houses? Or shoot at enemy troops? It is odd how they run through town buildings.
i hope that with time the game evolutes to that.
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Offline Rob52240

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Re: Troop behaviour options
« Reply #11 on: May 29, 2011, 09:38:03 AM »
Just give troop #1 a grenade.
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