Author Topic: GV spawn and ´landing´ should be improved in ah2  (Read 236 times)

Offline hinter

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GV spawn and ´landing´ should be improved in ah2
« on: August 07, 2003, 01:43:20 PM »
One of the worst problems (bugs?) is how they spawn or are ´landed´.
i hope these issues are thought about and improved for ah2.

1) when spawning a gv there is no way to tell what u are getting into. this is absolutely unrealistic!

in real life driving to the front u get an idea of what awaits u there. just like when u r driving to an airfield or town u can scout the area before u decide how (or if) to go in. when u spawn in ah1 there is no way to tell what u r getting into at the spawnpoint.

2) ´landing´ GVs often gives a captured or killed message for no obvious reason!

since there is often no way to drive back a gv to a field or vehicle base when spawning to a remote spawnpoint, there MUST be a way to ´land´ the gv somewhere in nme territory.
in ah1 this works sometimes when driving back to spawnpoint when no nme s are close. (even then u sometimes get a captured message for no obvious reason)
when nme s are close u always get captured or killed message.
this is destructive to gameplay -
when i up an m3 to bring vehicle supplies to friendly GVs, there must be a way to `land´ even though nme s might be close.

i know planes are the main focus in ah, but i think both of these problems should be solved for ah2.

hinter

Offline mos

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GV spawn and ´landing´ should be improved in ah2
« Reply #1 on: August 07, 2003, 03:22:01 PM »
1) what do you suggest?  There's a perfectly good way of handling it now:  ask your squadmates what it looks like, or you could fly over the area yourself.  I don't know of a better way of handling it, other than making you spawn at the GV bunker itself which can be a hell of a drive.

2) you can land a GV.  It's just a long drive.

Offline SKurj

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GV spawn and ´landing´ should be improved in ah2
« Reply #2 on: August 07, 2003, 06:01:09 PM »
O course that shoreline bug that hangs you on the edge of the tile in AH1 is kinda nasty.

If we can't land there how about placing some rocks or an anti tank obstacle to let us know +)


SKurj

Offline hinter

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GV spawn and ´landing´ should be improved in ah2
« Reply #3 on: August 07, 2003, 07:43:40 PM »
SKurj - yea, forgot about the shoreline bug... sure they will fix this for ah2 :D

mos,

to 1) i know u can ask ppl but it still remains unrealistic spawning straight into a generally unknown situation.

a solution might be having an indesructable lookout there.
(like the tower on a field) - if the spawnpoint is out of sight of nme field and twn, this would be a possibility to see what u r getting into, without being able to spy to much.

to 2) u mean driving back from remote spawnpoint to base??
that can take hours - nobody does that. and like i posted above driving back to a remote spawnpoint (on the top of arrow) very often still gives u capture or kill message (which i think it shouldnt)

solution could be having a logout timer (like in many mmorpgs) for GVs. this way the GV cant run from fight by logging, but still can safely land in nme territory.
if this idea is no good, another one would be having a light in the GVs cockpit which shows green when its safe to land. This way landing on spawnpoints wouldnt be such a mistery if you safely land or not.

hinter
« Last Edit: August 07, 2003, 07:49:05 PM by hinter »

Offline mos

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GV spawn and ´landing´ should be improved in ah2
« Reply #4 on: August 08, 2003, 12:06:56 PM »
I don't see a difference between the lookout tower and friendly planes.  On one, you check yourself.  On the other, you have friendlies check for you.  I think the end result is HiTech will put in the one that requires the least amount of change.

I was just being an bellybutton on number 2.  :)  However, I think the game was designed so that if you were a tank assaulting a base, you're meant to either capture the base, or get captured yourself.  There's no happy middle ground.