Phonan Posted February 21, 2007 Share Posted February 21, 2007 This is something I'd like to try; at the moment it's purely speculative, but it would be nice to give it a shot. Could one take a single infantry, and attach to it, as a "gun," a mortar tank? The tank would be static and stay where it was deployed, but the infantry could move. "Fire" at something with the infantry and your mortar tank launches a round, so you'd basically have artillery and a spotter. If you make the tank the gun component, I believe it would be workable. Do you think this is possible with the XML we have? Link to comment Share on other sites More sharing options...
Chilibird Posted February 21, 2007 Share Posted February 21, 2007 I don't think so, because the game will treat the tank as if it was attached to the unit. (As the gun would be) Maybe replace one of the squad members with a tank? It seems iffy, but still worth a shot. Link to comment Share on other sites More sharing options...
Redcon-5 Posted February 21, 2007 Share Posted February 21, 2007 Originally posted by Imperial Grunt: </font><blockquote>quote:</font><hr />Originally posted by ClaytoniousRex: </font><blockquote>quote:</font><hr />but how does one allow a unit to call in support?Give it an internal component called "CommandElectronicsSuite". See the CommandTrack.physicalobjectgroup for an example. For infantry, you could position this internal component so that it is positioned as the large backpack of the specialist in the squad. This way the command electronics could actually be damaged by hitting that backpack - making calls for support impossible. It would be nice to give that version of infantry a long antenna or 2 on the backpack model. The Lt. Colonel can give you good advice about how this kind of squad should be composed (seems he should at least have a rifleman or 2 with him for protection). Anyway, just adding this InternalComponent in the XML should make it possible to call for support. I haven't tried it yet with infy, but it should hopefully work. </font> Link to comment Share on other sites More sharing options...
poesel Posted February 21, 2007 Share Posted February 21, 2007 Nice! Redcon, don't be worried too much about balance. Make two versions and we can test it out. Thats why its called a Zoo And the same for outlook. First test if the unit 'works' (game wise) and then make it look good. My vote is 'yes' - going takes ages. Link to comment Share on other sites More sharing options...
Imperial Grunt Posted February 21, 2007 Author Share Posted February 21, 2007 Awesome work REDCON! I would put only one sniper rifle in the team instead of two sniper rifles though. The observer/security marine probably should just have a standard 10mm rifle/ATG launcher in my opinion. Are you going to be able to put an antenna on the RTO/FO? He might not have a rifle at all, but carry a laser target designator instead. What do you think? I think the jets would be necessary for mobility. It would also be cool if all infantry squads could pop smoke to provide some obscuration when necessary. Looking forward to fighting with your ATGM squad and your Scout-Sniper team. Link to comment Share on other sites More sharing options...
aittam Posted February 21, 2007 Share Posted February 21, 2007 well done Link to comment Share on other sites More sharing options...
Imperial Grunt Posted February 22, 2007 Author Share Posted February 22, 2007 REDCON-5, I just saw your picture on page 3. Very cool. If you can, maybe beef up the sniper rifles, since the team is still wearing light powered armor, they could handle something bigger than the .50 cal sniper rifle. Link to comment Share on other sites More sharing options...
Redcon-5 Posted February 22, 2007 Share Posted February 22, 2007 Had to show off proto-types poesel71 will have them in the zoo. Have fun all. And remember flank shots (this goes for the ATGM Team as well) Almost forgot, Gunner and spotter troops have multiple zoom levels [ February 21, 2007, 09:40 PM: Message edited by: Redcon-5 ] Link to comment Share on other sites More sharing options...
Imperial Grunt Posted February 22, 2007 Author Share Posted February 22, 2007 Approved! Link to comment Share on other sites More sharing options...
Redcon-5 Posted February 24, 2007 Share Posted February 24, 2007 Um This may seem like a silly question, but in the spirt of good game play what are we going to arm the Heavy infantry with? Link to comment Share on other sites More sharing options...
Redcon-5 Posted February 24, 2007 Share Posted February 24, 2007 "Now are you Guys sure you looked every where for those Dragon Teeth?" Link to comment Share on other sites More sharing options...
Imperial Grunt Posted February 24, 2007 Author Share Posted February 24, 2007 Well, my original wish is up on page 1. After seeing the other squad types that you are making, and the fact that multiple weapon systems seem difficult,(beyond the rifle/ATG combo) maybe each heavy infantry marine should be armed with a a little more acccurate (heavier weapon system) 20mm or 25mm HMG (with 600 rounds) and with a longer-range ATG launcher, or even some kind of RPG, max effective range out to 800m or so (with 10 ATGs or AT rockets). The ATG/RPG laucher can either be shoulder mounted on the Y-rack (one side has the launcher and other side is an ammo rack). The ATG/RPG should have the punch of a 90mm, just shorter ranged. What does everyone think? Link to comment Share on other sites More sharing options...
Imperial Grunt Posted February 24, 2007 Author Share Posted February 24, 2007 Originally posted by Redcon-5: "Now are you Guys sure you looked every where for those Dragon Teeth?" Very funny! Link to comment Share on other sites More sharing options...
poesel Posted February 24, 2007 Share Posted February 24, 2007 I see a game balancing problem if we have infantry equipped with long range weapons. At long range inf is simply invisible and giving them means to kill vehicles at this range is not good. I don't want DT getting a camper game... Link to comment Share on other sites More sharing options...
Toby Haynes Posted February 24, 2007 Share Posted February 24, 2007 Limited range on the infantry is important. For me, infantry is all about sneaking up on the enemy tank and either dropping an ATG down the tail pipe without being noticed or rushing a vehicle with Jets aflame and attempting to drop a couple of incendiaries down the turret top. Long range kills with infantry == not so much fun. Link to comment Share on other sites More sharing options...
Chilibird Posted February 24, 2007 Share Posted February 24, 2007 Yeah, but it would be nice to have it possible to sneak up on a tank easier. Especially if your opponent doesn't have foliage turned on, you'll get the coaxial gun turned on you, eliminating at least half your squad before you even come in range. Link to comment Share on other sites More sharing options...
Imperial Grunt Posted February 25, 2007 Author Share Posted February 25, 2007 Well, the heavy infantry squads should loose the "invisability" capability since thier powered armor is so much bigger and powerful compared to the light infantry powered armor. 800m for max effective range is not that far, especially since the most effective range for the RGP/ATG launcher should be around 500m. If that turns out to be too powerful, it can be scaled back. What Chilibird is saying is absolutely correct. Bots can even detect light infantry approaching in defilade and invariably will turn their turret and blast with HE real quick. Link to comment Share on other sites More sharing options...
Imperial Grunt Posted February 25, 2007 Author Share Posted February 25, 2007 Also, US/UK infantry today can kill tanks at over 2k with a heat seeking, fire and forget, Javelin missile that will track moving targets, no matter how fast they are going (as long as the gunner achieved a good lock prior to launch). Javelin missile So making longer range capabilities is not getting campy, just realistic. Given the tech in the DT world, a heavy infantry squad that has a 20mm HMG and a RPG that can reach out to 800m does not seem "unrealistic". Link to comment Share on other sites More sharing options...
aittam Posted February 25, 2007 Share Posted February 25, 2007 well we do have already the 20mm, with the atgm we are close enough to the javelin/tow infantry may be we should stop once we get the sapper/eng infantry and yes I'll cut the ATGM range at 1000m no longer Link to comment Share on other sites More sharing options...
Phonan Posted February 26, 2007 Share Posted February 26, 2007 Engineering infantry should be easy, just disarm them and attach the <CanCature> tag. Throw in some sort of slicing device model if needed. We might want to uncloak them as well... or not. Link to comment Share on other sites More sharing options...
Chilibird Posted February 26, 2007 Share Posted February 26, 2007 Maybe just give them a weak single shot weapon, akin to a pistol? Link to comment Share on other sites More sharing options...
Phonan Posted February 26, 2007 Share Posted February 26, 2007 What caliber are you thinking? 20mm? 10mm? And it would probably be a new model, I presume... Link to comment Share on other sites More sharing options...
Redcon-5 Posted February 26, 2007 Share Posted February 26, 2007 OK sapper inf are right now a no go. They walk into the bulding not capture it. Still working on it but they might need some help from the powers above. Help please anyone. Link to comment Share on other sites More sharing options...
aittam Posted February 26, 2007 Share Posted February 26, 2007 i'm a little whining here but an infantry squand able to blast away the point defense towers? (provided they get close enough) Link to comment Share on other sites More sharing options...
Imperial Grunt Posted February 26, 2007 Author Share Posted February 26, 2007 Originally posted by Phonan: Engineering infantry should be easy, just disarm them and attach the <CanCature> tag. Throw in some sort of slicing device model if needed. We might want to uncloak them as well... or not. Combat Engineers should not be disarmed! At least not entirely. Maybe 3 rifles (1 the SL), 1 "breacher" with a demo kit/line charge launcher, and 1 guy with the computer equipment to capture things. Link to comment Share on other sites More sharing options...
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