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Showing results for tags 'bunker'.
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OXOTHNK posted a topic in Feedback & SuggestionsExisting bunkers look are too simple, I suggest you look at this refs and make new bunkers,foxholes, guard towers etc. Make it more authentically, by add some garbage : barrels, woodsticks etc
Hey, everyone. So I was just thinking while in a cam under the map on OP First light that there should be some underground areas included to add some depth to the map. I was thinking that The Castle could have a dungeon, the Storage Site could have an underground storage area, and the Village could have a bunker with the entrance to it in the concrete rubble on the northern edge of town. So what are your thoughts?
Alright. Playing as the US we had this FOB with good over watch on a southern flag (on the map that has north/south DC but a different layer with Ghazi farm or something iirc) Anyway, We we're rockin and had plenty of ammo (500+ pts) and after something like 10 minutes of lighting up a couple flags and a few hills - really supporting the team for a while the gun just wouldn't fire anymore. Checked the ammo count at the FOB and it read 350+ (can't remember the exact number but it had gone from 800ish down to like 386 or something) The HMG would do the reload animation (at this time it was the HMG Bunker) but it wouldn't fire regardless of who got in and reloaded it. It could even be reloaded back to back by the same person repeatedly. I checked with SquadOps because they're pretty experienced and they said overheat lasts mere seconds, we spend probably a couple minutes with a few of us getting in and reloading a couple times and declaring that the gun indeed wouldn't shoot, even with 500+ supply again. So we dug it up about half way, SL gave the order to build it back up since the gun model and most of the hescos despawned. Only this time when we built it up the gun didn't spawn in at all and we just had the hescos and a couple low sandbags. It was really bizarre and we didn't have the supply to build a completely new HMG Bunker.
Fortifications and Defending This will be a topic about Fortifications since i think it is a huge part of large scale warfare and could make a game like squad really fun. this system has alot in common with the bf2:Project Reality system. Pardon me if my english is not correct. So after i saw the ability to build fob's and such in project reality i thought that this could be a fun part to experiment with and expand in squad. This brought me to a few ideas which you guys could probably expand for me and perhaps make it into a feature in squad. The Commander: before the round starts and the commander is already assigned he will be able to draw his plan on the map for the squadleaders to see. The commander (Which gives orders to squadleaders) can give a command to a squad leader to either: Fortify a Position to a ''Heavy'' Fortified PositionFortify a Position to a ''Moderate'' Fortified PositionFortify a Position to a ''Light'' Fortified PositionThe Commander can do this by selecting a squad in the ''Squadlist'' on some sort of "commander panel'' (a computer or map or whatever) and selecting a ''Fortify" option. Then the Commander can choose one of the Three and can choose different kinds of shapes with different colours representing the state of the fortification. Red being ''Heavy''Orange being ''Moderate''Green being ''Light''So for example the Commander will choose a ''Green Line'' with an arrow pointing to the direction of where the commander will expect enemies from. and drag and drop the line onto the map, which then the Squadleader(s) can see on his map and tell his squad to go and build this. Other shapes could be: A square (which means the squadleader will have to guard 360 Degrees around the highlighted area.A half cirkel (which means The squadleader will only have to guard 180 Degrees.A bunker icon (which i'll get on later in this post)A light or heavy Mg Icon A mortar iconA Fob icon (at which teammates can spawn)A Tow IconAn AA installation iconA mine iconA tanktrap or barbed wire iconA selection box for perhaps a couple of houses or a factory.Etc.So what is the difference of these 3 states of fortification you ask? Well, The ''light'' state of fortification: This state represents a state in which a squad will not have to build or dig or deploy anything except positioning themselves in a defensive manner. this method will not require alot of time and does not ask for supplies except a squads standard equipment. For example: The commander will select a couple houses by Ctrl-Clicking on them or draggin a box around them, or drawing a green line on the map for the squadleader to see. after that the commander may have the possibility to perhaps tell the squadleader where and in what direction to place their Light machine gunner (if they have any of them) or to lay down some mines etc. Thereafter the squad will start deploying themselves behind a piece of cover natural to the position they'll have to defend. The ''Moderate'' state of fortification: Now this is where it gets a little more complicated This state represents a state in which a squad will start to dig themselves in in a way that will require some digging (with a shovel that is included in a squadmembers gear) effort or filling up sandbags or whatever. this method will require some time to prepare and does ask for supplies. The way this works is that in a particular range of the given ''Moderate Defend'' command order (say 15 meters) the squadleader is now able to place defensive structures when there is a supply crate in the given zone. also some fortifications can't be placed on some terrain. For example: The commander will draw an orange line on the map with an arrow pointing to the side of the enemy. he (or the squadleader) will tell a logistics squad to give the squad 1 supply crate. in the meantime the truck or chopper is on it's way, the squadleader will then start to tell their guys what to construct and where using a template that may terraform the terrain or require some wireframe in the game just like ''The Forrest". a few examples of these fortifications in the moderate state are: a shellscrape (doesn't take that long and is below the surface) http://www.ibiblio.org/hyperwar/USA/ref/FM/FM7-10/img/FM7-10-30t.jpg which squadmembers don't necessarily need orders for to build. (they can build it themselves by holding down a button on the keyboard when selecting their shovels and then selecting what they want to build, if they are near a supply crate ofcourse) a 2 man Foxhole (takes long to dig but not so long to dig when 2 members are digging at the same time and is also below the surface) http://www.ibiblio.org/hyperwar/USA/ref/FM/FM7-10/img/FM7-10-32.jpg which squadmembers also don't necessarily need orders for as long as they are close to another squadmemberan MG nest which comes in a ''light'' type (takes a moderate time to dig and is below surface) http://www.ibiblio.org/hyperwar/USA/ref/FM/FM7-10/img/FM7-10-34.jpg note that this one won't have a machinegun emplaced in it already since it is for a machine gun team (gunner and helper) to get into this nest. this also doesn't need a direct order from a squadleader (the Machine gunner can build this by selecting it's shovel and holding down a button on the keyboard)a light mortar (being below surface, takes a moderate time to build) http://www.ibiblio.org/hyperwar/USA/ref/FM/FM7-10/img/FM7-10-36-2.jpg the mortar has limited range and limited small shells. if there would be a ''mortar kit'' in the game this would be placed by the mortar guy, if not it will be placed by a squadleader and already has a light mortar in it.a FOB at which teammates can spawn on (as in Project Reality, no need for picture because this could be built in many different ways).sandbag emplacement in a window (which can be done without orders from a squad leader, just by standing close to and looking at a window and pressing a button on the keyboard when the shovel is selected. just like the way a squadleader builts assets in project reality http://www.worldaffairsjournal.org/sites/default/files/tottenimages/Sandbags_in_Windows.jpga Trench which can be placed down by a squadleader by drawing lines on the surface of the terrain. note that this one doesn't contain sandbags or wooden supports, just a dug out trench with a limited length)an observation post looking like the mg nest but with a good camouflaging top cover and a high power scope on the inside. this also being below the surface. this one does need to be placed by a squadleader.etc. The ''Heavy'' state of fortification: This state can be achieved when 2 or more supply crates are in the zone highlighted by the commander. this means that an ''Orange'' zone can be upgraded to a ''Red'' zone when an extra supply crate has been dropped in the area. this will unlock some new feautures to the fortified position. such as: an MG nest can now be upgraded to a heavy mg nest by restarting the building process (like digging) this features a heavy machinegun (scoped Browning for example) and will now be above ground looking like a sandbag boxa light mortar can now be upgraded to a heavy mortar which will be above the surface of the ground http://1-22infantry.org/pics/buhrkuhl34.jpgThe FOB can be upgraded to maybe have a medical bay or have faster ammo refilling etc.a trench can be upgraded to have sandbags on the insides or wooden supports which then gives better cover for infantry being inside of it.you can now build a TOW emplacement perhaps with sandbags surrounding it like in project reality http://battlelog-cdn.battlefield.com/public/profile/bf3/stats/items_512x308/tow.png?v=7you can now build an AA emplacement just like in project realityyou can now build Tanktraps or Barbed Wire. With this system of fortifying an objective can be much more fun meaning that the team will be building and upgrading the fortifications needed to defend this. it also gives a whole different dimension to the gameplay since you can now be fortifying a whole area to a commanders needs. this could be alot of fun in a gamemode where it's an attackers and defenders principle. let me know what you guys think since i would love to see this system implemented in squad.
so as you can see from the title i have been thinking about adding bunkers or better cover in general such as HESCO barriers as assets which can be deployed in FOBs. the reason for that is there have been many times in PR where i have seen super FOB's in PR being completely annihilated by mortars or rocket fire because all the cover they usually have is just a small walls of sandbags. in addition to that most FOBs aren't built under solid cover. IRL Fobs would probably have bunkers, and i am saying probably since i don't serve but from pictures having a build-able bunker isn't far fetched and could be very useful when pummeled by mortars. they could also maybe be built only by an engineer (been on several threads trying to make engineers useful) and maybe require an extra crate to build heavier fortifications. they won't be on god mode of course. what are your thoughts.