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 Post subject: Helicopters?!?
PostPosted: Tue Jan 21, 2014 4:28 pm 
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Joined: Fri Jan 17, 2014 1:49 am
Posts: 6
I seriously think if you added at least a couple helicopters, one mainly for transport and another for combat as with boats, you would perfect this game even more! The helicopters would give players a convenient way to travel across the maps and then when they reach their destination they lower ropes which soldiers would use to climb down. Also besides the helicopters, have you considered allowing the player to give missions to the army? Meaning that players can place the target on the map and have more control in the game. Thanks


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 Post subject: Re: Helicopters?!?
PostPosted: Tue Jan 21, 2014 5:26 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
I think this was suggested a while back. It wasn't implemented due to the engine, where you can't really have anything hover at a constant distance from under the ground IIRC. Maybe pasik has a change of heart though. :)


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 Post subject: Re: Helicopters?!?
PostPosted: Wed Jan 22, 2014 8:12 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Given how the intention is to finish game development some day, we just can't do everything. Closest you can get to a helicopter with the existing system is a water vehicle which is fooled to think that water level is not at 2m but 20m.

I tried it, it's not all bad, but
1) unless the vehicle spawns at that height, it'll float all over the place first and finally calm down at the targeted level, with 50% chance of ending upside down
2) you'll hit any buildings that might be touching as high as the level you've chosen for the helicopter
3) while it sounds absurd, you can access the vehicle by attempting to jump on a seat, no matter how high the vehicle is.

On topic of influencing commander AI, something like that might happen, or at least should be possible through a mod later.


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 Post subject: Re: Helicopters?!?
PostPosted: Wed Jul 09, 2014 1:53 am 
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Joined: Tue Jul 08, 2014 10:20 pm
Posts: 5
also, if the AI could use this then we would want to be able to shoot it down, and if we can't then as they are falling, could they shoot us?

What about a Radio call to have one pick you up and transport (Fast travel) you to an already owned base? (Probably only single player if it ever is added in, but either way it would be nice)


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 Post subject: Re: Helicopters?!?
PostPosted: Wed Jul 09, 2014 2:26 am 
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Joined: Wed Nov 28, 2012 10:19 pm
Posts: 241
pasik wrote:
1) unless the vehicle spawns at that height, it'll float all over the place first and finally calm down at the targeted level, with 50% chance of ending upside down
2) you'll hit any buildings that might be touching as high as the level you've chosen for the helicopter
3) while it sounds absurd, you can access the vehicle by attempting to jump on a seat, no matter how high the vehicle is.
.


1. Though it would require some work, you can get around this by giving the vehicle two states, an inactive one which is imobile and on the ground, and an active one which is at height, this would just need a transition trigger of some sort for in between them. The transition is where 90% of the problems would be with the copter, mostly because of things like landing on buildings and miss landing near a tree though the tree one can be "fixed" with point 2.

2. give it speed impact damage, this bug will happen nomater what, best to just make it so the copter can be used to get over the one story tall buildings, if you hit anything while flying make it deal damage to the vehicle, sort of like how boats explode if they go on land.

3. simple fix, make it so that once in active mode the copter can not be entered or exited, like the deco vehicles... though the people in it can still control.

here is a basic idea for a copter in this game.

little bird
seats: 1 pilot, 1 gunner.
inactive state stats: health 2, weight 1,000 (so as to be imobile), height ground level.
active state: health 2, weight 10, height just a bit over a 3 story building.
gunner info: the gunner has 2 miniguns at their disposal, these guns have a 30 degree target area at the front of the copter.

state swap info: will not take off with out both a pilot and a gunner. If has both all the pilot has to do is hit a movement key and the copter will enter active state. To exit active state the pilot has to use the exit vehicle key two times, once to land, and once to get out.

This is just an idea for an attack copter, things get painful in complexity when you take into account something like a black hawk.

Even though I can see this as possible with some work I would jsut be happy with a air call which brings in a "AI" assault copter which will cover the area for a time until out of ammo or destroyed.

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 Post subject: Re: Helicopters?!?
PostPosted: Mon Sep 29, 2014 2:16 pm 
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Joined: Mon Sep 29, 2014 2:05 pm
Posts: 3
hmm sounds good :lol:


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 Post subject: Re: Helicopters?!?
PostPosted: Wed Oct 01, 2014 1:51 am 
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Joined: Thu Apr 04, 2013 7:01 am
Posts: 362
I know this topic has been discussed before/for a while so I'll keep it simple.
I still gladly support it. If it was possible.
But only in a Support/Transport chopper roll.
Basically your classic Transport Vietnam Era Huey with only door gunners.
No over the top infinite rocket system like so many other AAA arena warfare style games.
Yet I know the idea/mechanic has it's issues.
As always good work none the less, keep it up.

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