Author Topic: Infantry  (Read 1127 times)

Offline Tilt

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Re: Infantry
« Reply #15 on: September 09, 2011, 11:00:09 AM »
Always like dthe notion of how we captured towns to be sorta infantry based.

Looking at the modelling of the town building object. Whilst it can always be destroyed suppose it  can also  be occupied by an infantry man.

if the defending side releases infantry into its town then they occupy town buildings. (basically they dissappear one into each  building but each town building so occupied becomes a source of .303 small arms fire)

Game play would be as follows ................troops released into a freindly town would proceed to the nearest town object that is free of freindly troops and occupy it. Remaining troops would proceed to the next nearest etc.

Attacking troops otw to the map room may be shot by a defending trooper in a building. But the defender would inturn be shot by the remaining attacking infantry men. The maths are simple as attacking infantry moving thru town to the maproom causes both sides to suffer equal casualties as the attacker pass thru town.(actually the defender is plus 1 for each batch of  attackers so killed)

Destroying a  town building which houses a trooper also kills him. Troopers cannot occupy destroyed town buildings.

Now get rid of the requirement to kill town buildings  prior capture.

Instead defenders release troops  to occupy to defend and attackers must neutralise that occupation either by destroying occupied buildings or releasing troops to do the same to make it ready for capture.   A bit like RL really...............
« Last Edit: September 09, 2011, 01:05:57 PM by Tilt »
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Offline shotgunneeley

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Re: Infantry
« Reply #16 on: September 12, 2011, 10:03:38 AM »
Here is my spin on it:

What I envision is similar to the Battlefield series. Infantry spawn points could be deployed by carrier vehicles (goon, m3, lvt, etc.). The spawn point will be a physical representation of the active cv that remains stationary and operable until it is destroyed by the enemy.

Attacking players could choose a faction (American, German, etc.) a weapons kit (rifleman, heavy weapons, etc.) and then spawn out. Just like it is now, the town should be white flagged and all auto-ack down before the troops can attempt to capture it. To capture the flag, a soldier would have to interact with it for a certain length of time (as if he/she was changing the flag).

Defending soldiers could would have a spawn point near the town (as long as the Barracks were up). If they are down, then no troops can spawn from that base. Stationary and support weapons could be operated to defend the map room.

The way I see it, it would be a small-scale FPS that combines the use of mechanized vehicles we currently have on a grand scale.
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Offline M0nkey_Man

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Re: Infantry
« Reply #17 on: September 12, 2011, 03:48:20 PM »
Here is my spin on it:

What I envision is similar to the Battlefield series. Infantry spawn points could be deployed by carrier vehicles (goon, m3, lvt, etc.). The spawn point will be a physical representation of the active cv that remains stationary and operable until it is destroyed by the enemy.

Attacking players could choose a faction (American, German, etc.) a weapons kit (rifleman, heavy weapons, etc.) and then spawn out. Just like it is now, the town should be white flagged and all auto-ack down before the troops can attempt to capture it. To capture the flag, a soldier would have to interact with it for a certain length of time (as if he/she was changing the flag).

Defending soldiers could would have a spawn point near the town (as long as the Barracks were up). If they are down, then no troops can spawn from that base. Stationary and support weapons could be operated to defend the map room.

The way I see it, it would be a small-scale FPS that combines the use of mechanized vehicles we currently have on a grand scale.
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Offline SmokinLoon

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Re: Infantry
« Reply #18 on: September 12, 2011, 04:20:02 PM »
Gents... may I suggest the ideas take in to consideration the current coding of the infantry troops.  Forget any addition of a FPS style of infantry, at least for the time being.  If HTC in fact said that adding a FPS type of infantry would be an option down the road then great, but going from what we have to that is a HUGE step. 

I see adding any new role of infantry being something as simple as instead of having troops run to the command bunker/map room, they instead head towards another OBJ selected in the hanger and once they reach that target the object is destroyed.  Perhaps there is a way to program a single troop to be able to destroy an ack gun, or perhaps 3 troops destroy a building, or 5 troops destroy a fuel tank, 8 troops destroys a barrack, and 10 troops destroy an ammo bunker.  Mind you, those very same troops would be high selectable to auto ack fire and MG and HE fire from aircraft and gv's so the chance of a true "commando" raid being successful are slim and none, but if the auto ack is firing away at aircraft then why not have an M3 handy with troops and release them to have them bound across the town and destroy the nearest auto ack?  No, it would not be the most ideal way but it would add immersion, i.e. adding in a true infantry threat. 
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Offline guncrasher

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Re: Infantry
« Reply #19 on: September 12, 2011, 08:09:17 PM »
why does eset block a pic when try to view this thread?



semp
« Last Edit: September 12, 2011, 08:14:34 PM by guncrasher »
you dont want me to ho, dont point your plane at me.

Offline guncrasher

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Re: Infantry
« Reply #20 on: September 13, 2011, 02:45:02 AM »
for some reason eset blocks akp's gif's adress. not sure why, hope skuzzy can explain it.  it hapens on every single one of his posts.

semp
you dont want me to ho, dont point your plane at me.

Offline Dragon Tamer

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Re: Infantry
« Reply #21 on: September 13, 2011, 08:23:37 AM »
Here is my spin on it:

What I envision is similar to the Battlefield series. Infantry spawn points could be deployed by carrier vehicles (goon, m3, lvt, etc.). The spawn point will be a physical representation of the active cv that remains stationary and operable until it is destroyed by the enemy.

Attacking players could choose a faction (American, German, etc.) a weapons kit (rifleman, heavy weapons, etc.) and then spawn out. Just like it is now, the town should be white flagged and all auto-ack down before the troops can attempt to capture it. To capture the flag, a soldier would have to interact with it for a certain length of time (as if he/she was changing the flag).

Defending soldiers could would have a spawn point near the town (as long as the Barracks were up). If they are down, then no troops can spawn from that base. Stationary and support weapons could be operated to defend the map room.

The way I see it, it would be a small-scale FPS that combines the use of mechanized vehicles we currently have on a grand scale.

I like that idea, being able to join the troops and interact as a FPS would open up HTC for a whole new market in online gaming (wink, wink).

Offline gyrene81

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Re: Infantry
« Reply #22 on: September 13, 2011, 10:15:02 AM »
<sniff> <sniff>  :confused:  i think i smell hints of world war 2 online.

considering htc's main focus being on aerial combat and the complaints about how the ground war part of the game works now, although it would theoretically be "cool" i doubt it would work out the way some are envisioning. imagine the whines from getting strafed and bombed while trying to walk your little soldier around during a fight for a base.
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