Just as an option, this is a wishlist request for a new type of object.
Minefields were important defenses against attacks. A new "minefield" object could either include multiple trigger points or a single trigger point ( I would opt for the multiple, making laying them out somewhat like placing a small base on the terrain).
What is the purpose and how should it act
- The map designer or Scenario admin would be able to set minefields surrounding Ground Vehicle spawn points
- The new danger will add new dimension to moving into an enemies spawn position
- It would be the spawn's equivalent to auto guns
- Disarming them could be tied to base ammo bunkers, even assigning particular bunkers to specific areas
- Graphics could simulate the minefield warning signs as seen in WW2 film footage
- Brand new ground strategy for Scenarios or possibly even Main Arena
- The charges should reflect the amount of damage to vehicles according to armor type
- Advanced graphics idea could render exploded tanks as burning shells for a period of time (instead of disappearing act)
(http://31.media.tumblr.com/c0f902be5feceae14ea297d5e0eaea6b/tumblr_mp45wrz8d31r3eyedo1_500.jpg)
The signs you show are undoubtedly after an area is secure and free of any enemy action {snip}
-1
The mines used during WWII would only knock tracks off of the medium and larger tanks leaving the lighter vehicles as the only targets that would be killed. They already have enough to worry about.
If you want to kill light vehicles then wish for infantry with the Boys anti-tank rifle (.55 cal early war to midwar), or PIAT (late war) system to kill everything.
Would air forces be able to interact with these mines, aka shooting them / bombing them to cause them to detonate and allow friendly ground forces the ability to drive past? Also, would there be a way to spot these mines?
A good point if this is entirely true. I would have to research it to agree that minefields weren't ever posted in live battlefields. Since, the mines would have no way of telling friend from foe in real life, I am skeptical that they were never posted.
They were setup as barriers, the same as I would consider them in the spawn point application in the game. Maybe I wasn't clear enough. The minefields would present danger to those who were approaching the spawn "CAMPING" area (not randomly placed everywhere; but also available to be placed elsewhere in scenarios only). This means that AH tankers would either keep their distance from enemy spawns or endure the dangers of crossing a minefield.
OR
Are we so Xbox oriented at getting kills from defenseless spawners that realistic buffers to tone it down are intolerable?
A tracked vehicle in an open area close to enemy spawn is just as good as destroyed. Making the resupply (with jeep or M3) of that vehicle difficult would also be desirable. Why else would light vehicles need to proceed onto an enemy spawn?
Again, I thought I made this clear (either in the title, or in the original post), the idea is to add danger to vehicles that are attempting to move into an enemy's spawn area.
Just as an option, this is a wishlist request for a new type of object.
YES! That would be hilarious!
Do you really want your tank to randomly blow up from mines you cannot see and have no idea where they are?
Player rolls out in a perk tank. Hits a mine. ch200 explodes.
I understand the desire to decrease spawn camping. It is a very annoying and gamey, yet hard to avoid, aspect of fighting games. However, if the mines keep the enemy out of the spawn area, how do the friendlies ever leave the spawn area without their own mines blowing them up? Or would the mines be "gamey", i.e. only capable of blowing up enemies?
I think perhaps a better solution is to have multiple GV spawn points, some further back from the action, like some maps already have. With multiple spawn points it's harder to camp all of them.
•It would be the spawn's equivalent to auto guns Yes, that's what friendly munitions (ack ack, bombs, ship guns) do now, they do not explode friendly armor (although this could depend on arena setting)
I am trained in Land Mine Warfare and it is not only used to slow the advance of an Army but also used to funnel your enemy into your fields of fire. A truly effective minefield is an in depth minefield miles wide. Both Rommel and the British made great use of in depth in minefields in the African theater in WWII. Rommel was working on a minefield belt six miles deep in France but did not have the mines or the time to complete it before the 6 June 1944 invasion. (See The Rommel papers)
I can see a use for mines in the game specially if we had a way to lay them as needed but we would then need a way to clear them other than running them over. That brings up the question on towed anti tank guns that could be in place around the minefields to defend against them being cleared and also placed into areas the force the funneling of enemy armor by the use of mines. This could be pretty fun specially with a towed 88mm gun and give us a new ground game with not the much work.
There is a huge difference between things. Auto guns are simulating the crews as well, they decide not to fire on you (but in fact they actually can hurt and even kill you if you get in their line of fire). A mine doesn't make that decision. It explodes when it's triggered.
So a mine field would have to be marked for the friendly. But in the end, every experienced player will quickly know the location of mine fields. And in the end, not the spawn itself would be camped (which is actually often not completely possible anyway), but the routes out of the mine field. The effect would probably be not very different.
I am trained in Land Mine Warfare and it is not only used to slow the advance of an Army but also used to funnel your enemy into your fields of fire. A truly effective minefield is an in depth minefield miles wide. Both Rommel and the British made great use of in depth in minefields in the African theater in WWII. Rommel was working on a minefield belt six miles deep in France but did not have the mines or the time to complete it before the 6 June 1944 invasion. (See The Rommel papers)
I can see a use for mines in the game specially if we had a way to lay them as needed but we would then need a way to clear them other than running them over. That brings up the question on towed anti tank guns that could be in place around the minefields to defend against them being cleared and also placed into areas the force the funneling of enemy armor by the use of mines. This could be pretty fun specially with a towed 88mm gun and give us a new ground game with not the much work.
-1 to mines
As long as we can see them alittle bit and can blow em up with a HE round
Just as an option, this is a wishlist request for a new type of object.:aok
Minefields were important defenses against attacks. A new "minefield" object could either include multiple trigger points or a single trigger point ( I would opt for the multiple, making laying them out somewhat like placing a small base on the terrain).
What is the purpose and how should it act
- The map designer or Scenario admin would be able to set minefields surrounding Ground Vehicle spawn points
- The new danger will add new dimension to moving into an enemies spawn position
- It would be the spawn's equivalent to auto guns
- Disarming them could be tied to base ammo bunkers, even assigning particular bunkers to specific areas
- Graphics could simulate the minefield warning signs as seen in WW2 film footage
- Brand new ground strategy for Scenarios or possibly even Main Arena
- The charges should reflect the amount of damage to vehicles according to armor type
- Advanced graphics idea could render exploded tanks as burning shells for a period of time (instead of disappearing act)
(http://31.media.tumblr.com/c0f902be5feceae14ea297d5e0eaea6b/tumblr_mp45wrz8d31r3eyedo1_500.jpg)
And that ends that conversation.... :rolleyes: As much time as it took to, boost your post count, you could have given a reason.
There are already two things IN the game to curb spawn camping, the size of the random spawn point that HTC controls and hedgerows that the map make controls.
The hedgerows can be placed to funnel players away from spawn point just as well as " minefields" without the time and effort to build new element that would then need to be added to the game. On top of that they have never seemed to be worried about spawn camping anyway.
I don't want to see anymore crap operating or placed or driven on the ground period. There is plenty already and none of it has anything to do with fighting in airplanes unless you count the GV's that sit on the ground and shoot at aircraft. I came here to fly airplanes, not run around on the ground or be shot down by some griefer who's not even flying.
minefield * spawn * minefield | minefield * minefield | enemy spawn enemy spawn |
If HTC increased the spawn area....which they can already do, say to a 5 mile circle. You couldn't cover a spawn point as gvs could spawn up to 5 miles away from your hiding spot.
Yes, or maybe they feel that boosting random spawn area would hurt the game in some way. I recall having spawns that randomly placed you on a steep cliff, or in other awkward positions. IN any case, I try and think of things that are close to what are already in place and then think outside of the box.
It would be nice if HTC had a tool that handled spawn camping, somewhat like the auto ack guns provide risk for Vulching airfields.
Guns really don't hinder vulching all that much. The point is vulching and spawn camping has been a part of the game forever. I'm thinking the designer wants it that way seeing as there are already mechanisms in place that could curb them.
Really? Then how do spawns get camped? It is simple. Have 2 or 3 tanks that have advanced to the enemy spawn, observing where they spawn in, and drive to the "perfect" location and collect 40 or more easy :ahand kills.
exactly, and as designed!
Vulching is how a nubie gets his first A2A ....sorta..... kills
Spawn camping is how a nubie gets his first tank kills
The problem is too many don't grow out of that "easy kill" mode. Forcing them out of it isn't how you KEEP subscribers.
vultching is not spawn camping
yes it is. its a cheap easy kill. and if you have the field deacked, zero risk. at least in a gv camp the guy has a chance of swinging a turret around.
I think fugitive is right however, htc could do away with both, but they apparently don't see either as a negative.
yes it is. its a cheap easy kill. and if you have the field deacked, zero risk. at least in a gv camp the guy has a chance of swinging a turret around.
I think fugitive is right however, htc could do away with both, but they apparently don't see either as a negative.