Author Topic: Town infantry  (Read 903 times)

Offline Rob52240

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Re: Town infantry
« Reply #15 on: March 16, 2012, 02:29:03 PM »
I think the planes would see anyone on a rooftop.
If I had a gun with 3 bullets and I was locked in a room with Bin Laden, Hitler, Saddam and Zipp...  I would shoot Zipp 3 times.

Offline matt

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Re: Town infantry
« Reply #16 on: March 16, 2012, 02:32:16 PM »
+1

Offline Butcher

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Re: Town infantry
« Reply #17 on: March 16, 2012, 07:45:24 PM »
My biggest problem with adding troops is the overall mechanics of it, how will frame rates handle in this? In a large engagement with tanks/aircraft were plagued with this already.
If there was a way to make the game more mechanically "improved" I wouldn't mind seeing a C-47 drop Paratroopers to defend a section of town (you drop your troops like normal, open the clipboard and "station" them in an area.
Gives tankers something to shoot at, and they would shoot at anything close, each squad comes with a bazooka/pazerfaust, per airfield a maximum of xx squads would be used (HTC would decide this)

It would be nice, but overall being the "AI" the ground troops wouldn't be so smart and make little to no impact on the game, also eating up a ton of HTC's resources.
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Offline 321BAR

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Re: Town infantry
« Reply #18 on: March 17, 2012, 09:24:57 PM »
My biggest problem with adding troops is the overall mechanics of it, how will frame rates handle in this? In a large engagement with tanks/aircraft were plagued with this already.
If there was a way to make the game more mechanically "improved" I wouldn't mind seeing a C-47 drop Paratroopers to defend a section of town (you drop your troops like normal, open the clipboard and "station" them in an area.
Gives tankers something to shoot at, and they would shoot at anything close, each squad comes with a bazooka/pazerfaust, per airfield a maximum of xx squads would be used (HTC would decide this)

It would be nice, but overall being the "AI" the ground troops wouldn't be so smart and make little to no impact on the game, also eating up a ton of HTC's resources.

:aok
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Offline Tank-Ace

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Re: Town infantry
« Reply #19 on: March 17, 2012, 10:20:14 PM »
I think we've already been over this. If we want to get player-controlled infintry that plays a significant role in the game, then all of the game dynamics will change, and we'll need a HELL of a lot of coding.


If we want player-controled troops that play a significant role in the game (as in we don't just have players run individual troops to the maproom) and a non-half-arsed backdrop for their figths:

We will need the insides of buildings modeled, the interaction of troops with vehciles modeled (ie, they die when I run them over with my Panther), a nationality for the tropper decided upon (for chits and gigs, I would go with something unexpected, like Finnish), weapons modeled for the troopers, improved trooper animations (they can crouch/lie down, and lean around corners and such) player interactions with transport vehicles (jeeps, halftracks, C-47's), and depending on where HTC wants to go with it, we'll need to model trooper-controled anti-tank weapons (be it towed AT guns, or bazookas).


And the troops will eventually relegate everything else (save POSSIBLY tanks, although I'm not sure on this) to a support role. Unless the troops have a semi-significant role to play in the game (at least as important as GV's), nobody will use them ouside of isolated instances. This means that most likely they'll have something to do with the capture and defense of bases.

GV's will then take on a mutual-support relationship with the troops (possibly, they might end up in a pure support role), since the troops protect them from enemy troops with bazookas and molotov cocktails, and GV's will be able to more effectivly deal with other GV's and aircraft.

We can also reasonably asume that groups of troops and tanks will be the most effective method of stopping enemy troops and tanks, as troops will be too small for the aircraft to target individually.

This means that the aircraft's primary role to play will be to soften up targets (for the infintry), to take out enemy tanks (because tanks are valuable support weapons for the infintry), and to shoot down other aircraft (because enemy aircraft help support enemy infintry).

CV's will shoved even further into the support role, as instead of serving as support units for the aircraft, which are the primary focus, they will be serving as support units for the other support units.
You started this thread and it was obviously about your want and desire in spite of your use of 'we' and Google.

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Offline B-17

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Re: Town infantry
« Reply #20 on: March 17, 2012, 10:37:03 PM »
We will need the insides of buildings modeled, the interaction of troops with vehciles modeled (ie, they die when I run them over with my Panther)

:lol how about we code that ANYWAYS? :D

Offline atom360

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Re: Town infantry
« Reply #21 on: March 18, 2012, 01:07:30 AM »
Its kinda like this   http://www.youtube.com/watch?v=01bgunt3zQM

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Offline Rob52240

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Re: Town infantry
« Reply #22 on: March 22, 2012, 02:20:47 PM »
This is what I had in mind, with other weapons available.
If I had a gun with 3 bullets and I was locked in a room with Bin Laden, Hitler, Saddam and Zipp...  I would shoot Zipp 3 times.