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Combat Engineer's

Engineer's mod addon ?

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Well folks i don't know if this will ever eventuate or even be practical in ofp, but it's just a thought from a sapper,

__ is there anyone out there willing to make 1 or 2 plant equipment mods for engineer's say for example the new high speed engineering vehicle or even a FEL/BH ( front end loader / backhoe ) tracked or wheeled versions, i realise that as far as the game goes these will have little practical value ( except maybe as tank targets :-) ) but from a sapper's veiw it sure would be great to see a couple of them trundling about the scenery as the rest of the lads set the demolitions up...anyway it's just a thought for all those clever buggers that can make those models ......or possibly on a more usable note a mine detection unit/soldier capable of detecting hidden mines using a ( you guessed it a metal detector ) even though most of the mines stay sitting on the surface for anyone to see..anyhow just a few thoughts from the engineering side of things :-) cheer's everyone ....

spr g prince 13 fld sqn R.A.E. perth w.a. smile.gif

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If you want practical engineering kit, how about a tank with rollers fitted to detonate the mines (Without taking any damage)?

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I have also been debating whether engineering vehicles would have any practical value in OFP. So far I've come to the conclusion that mine-laying and mine-detection/destruction vehicles would be the most useful.

Trench digging vehicles and pontoon bridges would also be cool, but maybe placed lower on the priority list. I believe I will begin to model a Soviet mine-layer based on the BRDM, so I'll keep you guys posted with screenshots as it develops.

Cheers

--Legionnaire 7

iSpec

http://iSpec.specwarnet.net/

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I've always advocated more is better, but the ability to lay large minefields in a short time could seriously destabilize a game. Such hardware would have to be used with care...

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I'd agree with Wardog that mine laying could be a problem for balance. However we are in desperate need of some way to remove them whether a vehicle or simply a specialist. As it is there unpassable nature is a problem in a lot of missions which I have wanted addressed since the early days. While we're at it a way to disarm Satchel charges could be useful also.

Other than that diggers and bridge builders sound gound but does the OFP engine support there use? With no rivers or trenches they could be rather wasted.

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (John C Flett @ June 05 2002,01:12)</td></tr><tr><td id="QUOTE">While we're at it a way to disarm Satchel charges could be useful also.

Other than that diggers and bridge builders sound gound but does the OFP engine support there use? With no rivers or trenches they could be rather wasted.<span id='postcolor'>

Satchels, i agree, disarmerment would be nice, perhaps only by black op or the like? or perhaps all can do it, but a 'grunt' will have a chance to blow himself up?

There is a trench that works well i think, could it wokr like the rts map, trench diggers allow you to set the trench down?

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From Resistance we will get our much beloved bridge/river. A sapper myself i thought about the possibility to use the M113 for minelaying (which is SOP in the danish army where i learned it). IRL you drive at 5-10 km/h and lay the mines through the rear hatch. In the game it should be simulated by an option for the driver or gunner in the menu to "start laying mines" and "stop laying mines". While laying mines the speed would be lowered to 10 km/h, and for each 5 metres it drove a mine would appear behind the vehicle. It should have a capacity around 60-80 mines in a M113 (as far as i remember that is the number they can take). For clearing i would like to see the hydrema or a similar vehicle. It should while clearing be fixed to drive at 5 km/h (backwards) and while driving normally be able to drive at 30 km/h. (Which is why it normally sits on the back of a heavy truck) See hydrema in action: http://www.hydrema.com/vdo/mcv.mpg

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Is destroyable terrain at all possible in OFP? ie. Could we have a trenching vehicle chug along and rip out parts of the ground to make a trench?

Otherwise, the idea to have it a RTS type thing where the vehicle can place the ditch down sounds good to me.

--Legionnaire 7

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Cheer's Guy's for the idea's & suggestion's, at least in theory it probably isn't as impractical as i first thought, ( well perhaps some of the stuff would be ).

but yes the idea of a flail tank ..like the good old sherman tank fitted with the revolving drum and chains at the front to detonate the mines safely now that would be really helpfull..otherwise fitted to the abrams / patton or for the east the T-72 or T-80's.....a nice quick & efficient way of blasting a path through a heavily mined section of terrain....well much faster than say half a dozen sapper's defusing a crossing section ( all well and good whilst NOT under fire but liable to be a fiasco if the mined area is also covered by hmg & section weapons, but is sometimes the case )..& i also readily agree with say black-op specialists / sappers being able to defuse / disarm satchel charges or other forms of mines & explosives, but giving the non-specialists like grunts & some other forces say a 60-40% chance of succesfully de-activating mines /satchels ect .....40% OK & 60% death...therby bringing into play the requirement for sapper's & there specialised vehicle's ...

whilst on the whole this scenario sound's damn good for mission planning, it's going to take some really clever person a fair bit of jiggling in the programming department to even get something like this working.....anyway if enough of us keep the idea's flowing it may just eventuate biggrin.gif ,

& yes it would also be fantastic to have some form of trench / foxhole making vehicle ( H.S.E.V. ) for the spt trp engineer's to give assistance to the FE's ..field engineer's....

again thanks everyone for idea's & suggestion's .....gaz

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whilst im on a roll with the idea's here's the mission plan smile.gif ,

2 section recon pl is tasked to find a weak spot in the enemies defensive position, who are based on the top of a flat topped hill in a small town with good arc's of fire on at least 3 sides ( heavily defended position's ).with a minimal amount of fire for the least protected side..

they find the only relatively safe approach is across a small chasm with deep sides, but giving good re-org positions once crossed to carry out the main attack...this bring's into play spt trp & 1 section field engineer's, spt trp with there vehicle's and bridging section's to build a bridge over the said chasm + dig trenches & foxholes for the field engineer's ( fe's ) to give them a safe area for covering fire ( possibly from a roving enemy patrol or 2 )..also the fe's are used to pre-mine the completed bridge ( incase disaster strikes & a fast retreat is called for therby allowing a safe exit for the good guys but denying harrasing fire from the enemy as they are unable to cross the blown bridge....( unless total disaster sad.gif

the engineer's all get killed allowing the enemy to cross the bridge and continue chasing down the good guys ....((( BUT that's not going to happen is it biggrin.gif , the bridge get's built, with protection from the entrenched fe's ..the main attacking forces cross the bridge, re-org's into there respective section's once over the bridge ...and beats the crap out of the enemy, then the good old engineer's get to go to the main battle scene ( by this time enemy activity is just a few random soldiers + the odd sniper or 2 ) and either [1]( this is what i like biggrin.gif ) BLOWS up all the enemies building's / store's / vehicle's & previously owned positions....the whole force returns across the bridge which gets blown up by the engineer's then all return to base or [2] after winning such a hard target a section or two of soldier's is left with support from some armour to guard the new position, with spt trp digging in some new defensive positions & the fe's laying out new minefields & booby traps smile.gif..then the engineer's along with the majority of the forces return to base by crossing the bridge with the engineer's following up and along the way disarming the pre-mined bridge ( well we won the new area so we might aswell keep the bridge ) everyone's happy ( cept the enemy ) ........so what do you think ? smile.gif.....& remember WINNER'S are GRINNER'S.......cheer's all Gaz over & out....

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