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Showing results for tags 'water'.
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liamNL posted a topic in QuestionsSo with airborne units in the works and people still being bummed out at the potentional dropping of jets, I would like to ask if there are any future plans to add a naval combat framework. Thinking of conventional boat on boat combat, piracy as a pseudo insurgency gamemode and possible variety for amphibious assault maps to have naval firepower to offer support.
I know it's fruitless to post suggestions for gamemodes as the devs already have a lot on their plates. I just want to write this concept down so I can come back to it later and possibly start something with it. In any case here we go. A largely ocean/sea map with a scattering of either islands or a single coastline. Among the islands or coastline are 2 specific areas, a naval base/military installation and a shanty town. Shanty town operates as a main base for the pirate faction (could be any combination from generic African rebels to militia) from which small boats (with and without heavy weapons) would be launched to intercept cargo ships (if possible movable objects that halt when occupied otherwise might need to be AI driven vehicles) and hold those ships for a specified amount of time. Possibility of acquiring score through capturing ships and holding them hostage with further work could be turned in to a monetary system to buy new equipment or be a threshold for better equipment to spawn. Whilst the objective for the pirates is to halt ships for a specified time to gain points, the other faction (could be any number of conventional forces) would get the mission to secure the captured ships and protect any other ships in the area. Protection could be done by patrolling around (helicopter or boat) or stationing a squad worth of men on a ship (if at least 4 men are on the ship it could provide a spawn point). For this to work, either objects in the world need to be spawned in and move across the ocean area to the other side, or movement on moving vehicles needs to be overhauled so walking over a slow moving ship doesn't become a problem. Additionally the bluefor forces would consist of 3 types of vehicles: helicopter patrols, RHIB patrols and a destroyer and/or frigate. The frigate would serve as a mobile spawnpoint, the only possible way to inhibit the frigate/destroyer would be to acquire enough point for a land to sea missile system (highly unrealistic but alternatives need to be made). The ship should have an available action radius around it within which helicopters and boats need to be to operate (otherwise you'd have random boats and helicopters all over the map). This gamemode makes hardly any sense and I do not expect people to actually make this (especially not the devs), I'm just adding it here to give an idea (which is lazy as ****) and ask for ways to have asymmetrical naval combat and this would be a nice way to do it. Additionally, locations could vary from the straits of Malacca, to the Somali coast or the coast of Guinea and the Columbian coast.
Hello Squaddies, I'd like to know if adding fleshed out water mechanics and physics is included in the development feature. Currently all maps have really shallow rivers and streams and do not act as any form of natural barrier. I'd like to know if players would ever be able to swim (or drown) in water, and how vehicles will react to water. Also, what is the possibility of having boats and island map. Having such a feature would open up doors for modders to create a wider variation of map content. Let me know what your guys thoughts are on this subject, and what you would like to see done to this game.
This problem is especially evident in Chora. The water is just a plane shader, you can literally go under it for hours and hide from your enemies almost completely. I have had couple of situations where enemy goes hiding under water and survives, I have done that too. In unreal engine 4, its literally very easy to create volumes that kill you in some time after you enter them. Also some post processing and movement changes under water would be easy, and very nice. Just pointing this one out: Some waterfall shading would be nice imo :D
Nemesis posted a topic in Feedback & SuggestionsJust curious but I find it really hard to believe after the 9.0 Release with albasrah and so many other maps to come through that a soldier can look at the beautiful landscape and come across water, He walks up to the water and sinks and Suffocates bleeds and dies. Mind you that this is something I came across in Alpha stage and its a real. I bring this up because its funny you can arm everyone with granades and Rifles but why can't that man swim??
For now I have played 2 games where people build FOB's underwater in fools road south side. In chora too, hiding under water does give some serious advantage. On UE4, its really easy to create damage volumes, so I don't really understand why staying under water is still allowed.. What do you guys think?
Welcome to the game of squad where you are a fish. Just kidding. Devs. Hmmmm... I guess you would implement this is the future. But i really don't want to breathe underwater. Yea i had many dreams where i can breathe underwater but that is beside the point. Talking about point, i think you get the point :) love you devs