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Showing results for tags 'road'.
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djbnw posted a topic in Feedback & SuggestionsThere are issues with motocycles getting stuck in certain areas (can move but not enough to get out and above an incline). In particular , in Al basrah , there are flower fields or some sort of field in a depression , and motocycles lose their horsepower due to the new traction mechanic or whatever its called. It also happens random in certain parts of the desert.
Proomu posted a topic in Feedback & SuggestionsConcerning map design, there's one thing that have always been bugging me, and it's the lack of road side ditches and other important terrain elements. Not just in Squad, but in pretty much every other video game out there. In most games, the roads seem like a road like -textured carpets laid over the terrain. No ditches, no embankments, usually they are just more like a visual markings or guides on the ground acting as a ''road'', rather than actually functioning as one, or having any influence on the gameplay. If the road banks and ditches are properly implemented, they would serve many purposes in the battlefield. People can hide and crawl in them. During firefights or mortar barrages people would take cover in them and use them as a trenches. Some careless drivers would slip their cars and trucks off the road to the ditches or even get stuck in them. The lack of these simple terrain shapes takes a huge piece out off the diversity of the map and its micro terrain. I know that you devs have probably pondered this stuff too, so i would like to hear what do you think about it. But i really do hope this gets somehow implemented, it would make a huge difference.
First of all, congratulations on hitting the first stretch goal, and congratulations to the community for not picking a garbage map. We can all sleep easy knowing that neither Muttrah or Kashan will be remade. So, we know that we will be getting Fool's Road, but what happens if we are not to make it to the Russian Forces stretch goal? Will Fool's Road be a US vs. Taliban map? Also, if Russians are implemented into Fool's Road, will we see the return of the Chechen forces? The only thing that really needs to be done for them is character models, as they can otherwise use the same equipment and assets as the Taliban
Rayyaan posted a topic in Feedback & SuggestionsThe Idea is About Realistic or 'Balanced' Vehicle Handling Realistic = REALISTIC Balanced = BALANCED FOR GAMEPLAY From personal observations (and I'm sure other people might agree) it seems that PR (and probably ever other FPS) never had realistic vehicle handling regarding the terrain. Forgive me if I'm wrong but I'd like to give some practical examples from PR: Vehicles can essentially drive up huge steep hills at speed which wouldn't be possible (issue is further enhanced by 'shift' boost) Vehicles can drive incredibly fast regardless of the terrain (in real life different terrain would cause different speeds, maybe I'm wrong on this 'observation') Vehicles generally speed around on and off road with little resemblance of what is the norm in combat driving (usually vehicles are only maxed out in speed when retreating, maybe a mil. advisor can affirm this or the likely hood of reaching top speeds or the conditions neccessary to do so)So to summarise, here's what my suggestion might include in practice: Slower AccelerationTerrain resistance implementation/unique terrain acceleration propertiesSlower speed in general for certain vehicles, just because a vehicle can drive so many mph/kmph in real life doesn't mean it is driven that way with added weapons, armourment, cargo, personnel, terrain, weather and mechanical conditionsNo 'Boosting' for vehicles without an after-burner or some similar IRL featureTerrain that is severely resistant to speed (might be snow for instance)Speed Limited Terrain where it is not possible to reach past a certain speed limit (possibly with side effects of going too fast)My suggestion is about the concept. I included some ideas with the concept. Realistic Vehicle Handling *Might* Be Too Much For A Game Balanced Vehicle Handling Would Be An Obvious Nerf of Vehicle Handling (in comparison to PR)