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 Post subject: Dude, where's my cover?
PostPosted: Fri Apr 05, 2013 5:38 am 
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Hi all, I'm not sure if this suggestion has been asked before (I looked through the forum quite fast) so... Destructable cover. Ever went into a firefight and hid behind a crate, only to have an APC HMG or even a grenade demolish it, leaving you exposed? Just like that, except with different types.

Wooden walls, hedges or trees stop small arms fire but MGs and high-powered weapons like sniper rifles have a probability of penetrating and eventually demolishing. APC HMG just plain demolishes them.

Stone walls provide more protection against MGs and such, and can survive longer against the APC HMG before collapsing.

The collapsing walls would be in segments, similar to the walls in Red Alert and would have either two or three states depending on its height; intact and collapsed for waist-high walls; or intact, damaged, collapsed for head-height walls.

If this were implemented, the APC HMG, LAW and MGs would be even more useful, as they can be used to take away the enemy's cover whether you are attacking a fortified position, or a mob of enemies is advancing from cover to cover on your position.

It may also change the overall impression of the game. For example, in one game, my faction got pushed back to our last two territories but we got a second wind and started winning them back. It then occurred to me that the territories we recaptured (especially those where fierce battles took place) still looked pristine and untouched. Now if stuff like hedges and fences were visibly destroyed and walls collapsed it would reinforce the feeling that a WAR is going on.

Thanks for reading through that.

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PostPosted: Fri Apr 05, 2013 4:50 pm 
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I always expect a crate to break whenever I shoot it point blank with a shotgun. Always.. :(

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PostPosted: Fri Apr 05, 2013 9:33 pm 
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I think if you read over the main details page, they actually make mention of a future addition of destructable walls. Or something to that effect. I think it's the main page explaining what RWR is. There's some interesting ideas to come.

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PostPosted: Fri Apr 05, 2013 10:19 pm 
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I think they'd have to change the way maps are made for this to work.


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PostPosted: Sun Apr 07, 2013 11:21 pm 
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I see. Well, i'm pretty relieved. When I googled "Running with Rifles destructable" all I found mentioned was engineer features so I thought that only constructed walls would be destructable.

Well, if they make environmental walls destructable, then the engineers would have their work cut out for them. After capturing a territory, engineers would have to shore up the defenses and replace the destroyed walls so that their faction can defend it effectively.

Thanks for the replies.

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DAY ONE: A KILLZONE modification for RUNNING WITH RIFLES
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PostPosted: Mon Apr 08, 2013 12:15 am 
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Pretty sure only engineer walls if implemented would be destructible.

ComJak

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PostPosted: Tue Apr 09, 2013 2:06 am 
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I'm not so sure how game-changing constructable engineer walls would be in the current maps either. Most of the capture points already have plenty of non-destructable cover in all multiple directions (exception is that base in Stalemate where crates are pretty much the only cover) and a lot of the cities already have built-in, non-destructable bottlenecks and vantage points for killzones and ambushes. All these elements would limit the usefulness of constructable walls (why build destructable walls when you can hide behind something more solid and invincible).

But, if for example, these could be destroyed or demolished... let's say a faction with lazy engineers would have a hard time holding on to captured territory.

Just something I think about every time I chuck a LAW at some dude hiding behind a low fence and he goes "OMG ROCKET" and goes back to shooting the shite out of my buddies, still fully protected by less than a foot of concrete.

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