Keganator said:Or Far Cry, which is something they're looking into. Huge distances, lush terrain, and physics to boggle the mind. I once got a bridge swinging in that game, using nothing more than my body to move the bridge (like a swing) to jump a gap. Another time I pushed several server racks in front of a door to build a defensive position for myself. Mmm...that was fun.
In fact, you could move things before in 2.86. You could pick stuff up like crates and carry it to new places. There was a bug, but it was possible. That feature was disabled in 2.9, I believe.
Ok I’ll shut up now.
the ladder script wasn't finished beacues the animations were bugged. though i agree that a working ladder script would be great, all old maps would need to be updated in order to use it...Anyway, it is a game, with many unrealistic aspects. Some engine induced, some not. Ladders are one of the bigest flaws in the game, and I feel that SS probably ould have made a proper ladder script.
i agree, thats why i preffer them to be disabled.Sniper rifles are one thing that I have a huge problem with. They are far too easy to use, and they really don't have a place in INF. An assault rifle with a 4x scope is generally plenty for the largest maps in INF.
yes, but wouldn't it just turn team deathmatch unless you use extremely simple mission objectives?Respawning. I hate this. It simply does not belong in a simulator, and I feel that battles would become far more realistc by the removal of this feature. GD was one of the best servers about this, when they had 3 lives per player, but even that was too much, IMO.
i fully agree, and i think this could be done using an mutator quite easilyWeapon change times. I've ranted about this before. Certainly this is not beyond the ability of the UT engine to simulate. Big clumsy weapons cannot be simply whipped out and fired at the drop of a hat. Even small weapons must be reholstered or dropped. This is one of the reasons that the sniper rifle is abused. It takes about 10 seconds to fully deploy a sniper rifle (I know because I tried it) and about and about the 5 seconds to stow it away. And where the hell are you going to put the SAW?
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Grenades. Grenades are not really useful in INF for the things that infantry soldiers use them for. The number one offensive use for grenades is for room clearing. The reason grenades can?t be used in this manner is that they can?t be aimed. IRL a soldier would be able to hit a relatively small target (like a window or doorway) at close range with few problems. In INF this is all but impossible because of the same thing that makes INF unique, The freeaim system. The problem is that it is impossible to tell where is the freeaim area you are aiming. If for instance you are standing at the corner of a building and the opfor is approaching your position, if you lean out and attempt to throw a grenade around the corner and the freeaim area is touching the building there is a good chance that the grenade will hit the building bounce back and kill you and everyone you are with. This could be corrected simple by reducing the freeaim area for the grenade and\or introducing a system that warns if and object is in the way of your throw by lighting it up.
agreed, though you usually can't realy model every building full accessable, you should allways have the feeling that there is more. a few closed doors/blocked gates can do much. making everything accessable is most of the time just impossible because nobody wants to spend months on room that are absolutely not needed, add nothing to gameplay and have to look different to all other rooms, so you know where you are. in the addion to this you'd get a major performance dropdown with larger buildings, and you could neither use useable doors nor breaking windows.put into why the battle is there, and how it falls into place in agreater conflict.
Another thing that often lacks thought is the way everything is layed out. There are
too many buildings that consist of only one hall and no rooms. A house has a few
things that are nearly universal: bedrooms, living room, and a kitchen. I don't think I
have ever seen that in game.
Then there are some things that you will find in the game that you will be hard pressed
to find IRL, such as vents that are conviniantly left open and large enough for a grown
man to run through. Sewer systems that consist of only a single line that goes to no
home.
thats not possible with every layout concept, and i don't consider random spawns to be the best solution out there eithe. in combat it is quite usuall to split the team an move into the target area on different routes. random spawns kinda take away this bit of planing, which is why i did that cheap teleporter spawning in kasbah. only this way the defending team won't know how many are comming and from where they come.Randomness is a key aspect to making the game a sim. The defenders very rarely know from which direction the attackers are coming, nor when. The second element is near impossible to solve, but the first was taken care of in Mostar and in every single game of DTAS. With fixed spawns, it is all too easy to fall into a routine on every map. We all know where to throw our grenades, and where to plant our clays, because we've done it a hundred times before.
fist_mlrs said:which is why i did that cheap teleporter spawning in kasbah. only this way the defending team won't know how many are comming and from where they come.
fist_mlrs said:Quote:
Sniper rifles are one thing that I have a huge problem with. They are far too easy to use, and they really don't have a place in INF. An assault rifle with a 4x scope is generally plenty for the largest maps in INF.
i agree, thats why i preffer them to be disabled.
fist_mlrs said:thats not possible with every layout concept, and i don't consider random spawns to be the best solution out there eithe. in combat it is quite usuall to split the team an move into the target area on different routes. random spawns kinda take away this bit of planing, which is why i did that cheap teleporter spawning in kasbah. only this way the defending team won't know how many are comming and from where they come.
Demosthanese said:The final aspect is how the attackers got there and how they are egressing. Frozen takes care of this nicely by spawning the attackers next to snowmobiles and has them walk the last 100meters or so, but on extract,a Blackhawk comes in to pick up the team. Surely those arn't disposable snowmobiles to be discarded as junk. Skopje has attackers and defenders set up with camps. What events transpired to allow such camps to be made just down the street from eachother, and why are the attackers leaving all of the equipment behind after they get the CD? Also, everymap requires that the guy with the CD makes it back , and screw everyone else. Mostar at least
requires half the team to be there at extract, but in the US Army and USMC, everyone is coming back, dead or alive, unless something goes terrably wrong.
fist_mlrs said:Quote:
Respawning. I hate this. It simply does not belong in a simulator, and I feel that battles would become far more realistc by the removal of this feature. GD was one of the best servers about this, when they had 3 lives per player, but even that was too much, IMO.
yes, but wouldn't it just turn team deathmatch unless you use extremely simple mission objectives?