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Big_OFP_Fan

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About Big_OFP_Fan

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  1. Big_OFP_Fan

    Building Takedowns

    Hello to all!  I'm new here, of course.  Been a fan since demo.  Sorry about my username.  Didn't know that someone already had this name.   Just found out today! Other than that, a quick thanks to BIS and all the community for making a better OFP experience. Anyways, back on topic.  In support of what others in here have touched on, it would be great if improved building takedowns is implemented in the sequel because, for realism reasons, it serves no purpose to have special forces in a game like Delta, Navy SEALs, SAS, among many others, if they can't do CQB.  From what I know, close quarter combat is what they train for alot.  For example, Delta spends thousands of hours training in the 'kill house'.  I know that OFP is currently limited for indoor combat but it would be awesome to see or be a part of a building assault in the sequel. My idea would be the ability for mission makers to set waypoints in buildings more effectively so that any kind of group can assault it, even buildings with more than one floor.  Also, the ability to set waypoints for each unit in a group.  The reason is cus not all the rooms in a building are exactly the same size & shape.  They sometimes require different positioning of the assaulters and it would be difficult to get the AI's to detect where they have to be in a room cus like I said, positioning varies from room to room.  In OFP, for a unit in a group (that's not in command) to have their own waypoints, they would have to be removed from the group completely.  With my idea in place, an assault team can move together in formation to a door, then after breaching it, they can move into the room, each with individual waypoints while still being a group.  The best thing about this is that it allows the mission maker to move each unit in the group to wherever they want them to be in that room.  After the room is cleared, the mission maker can get the squad back to the formation they want them to be in, with a command of some sort, and assault the next room.  This feature would also prove useful outdoors.  If landing on roofs is made possible for AI controlled helos, then an assault squad can be inserted on the roof by a littlebird or huey or rope down from a blackhawk and assault the building from the roof down! If an all AI squad, a player controlled squad or a player within a squad but not in command can execute a building assault, the game will be unmatched in realism!  Think if a player can recreate the prison rescue at the end of the movie Spy Game.  For all those Delta and SAS fans, imagine a recreation of Operation Acid Gambit, the rescue of Kurt Muse at Carcel Modelo prison in Panama or the SAS assault on the Iranian embassy in Operation Nimrod in the UK.  The possibilities are endless. This would mean additions like or an improvement in: -- movement indoors & no more going through walls.  This has already been suggested I believe so I won't go further than that.  -- an added 1st person view specifically for CQB and more movement speeds.  In an assault indoors, a squad must be able to fire while on the move.  Each operator doesn't stop till they get to their proper locations in the room and, like I said, they may have to fire while getting to those locations.  In OFP, the only way you can fire while on the move is by using the iron sights (the 'V' key) or by pressing the 'F' key in 1st person view and believe me it's not fast enough.  From what I saw in a CQB demonstration, the speed of an operator is a speed in between walking and jogging.  Sometimes they're almost at jogging speeds!  More variety in movement speeds can solve this but one more thing is needed and that's a change in the way the weapon reticle functions, cus moving any faster than the 'F' key speed will affect your accuracy.  Not everyone likes the idea of changing the way the reticle functions, so then my suggestion is an added view in 1st person specifically for CQB, with a reticle that doesn't move very much (as well as the iron sights, while in this new view) even at speeds almost as fast as jogging.  If implemented, a good idea would be to have this mode as an option in the editor to turn on or off for the AI units and the ability to activate or deactivate it in game with a trigg or script.  For the player, a toggle key is good enough.  That way it's always an option and not a replacement.  One other thing which would be cool looking is if new stances can be added that can make the operators look more real when moving in an assault.  If anyone is worried about it turning into an arcade/CS type game in MP because of the new view than an idea would be for the host or admin of the game to be able to deny the player the ability to use the view. -- totally accessible buildings with different kinds of doors that have blowable locks and hinges for shotguns & explosive devices.  If possible, blowable windows so that a unit can place a charge on it, blow it and then enter through it.  What would also be a cool feature is if a player can rope down the wall of a building or scale up it to reach balconies or windows that are high up. -- different kinds of explosive devices to either blow the locks or the whole door down (e.g. prison doors mostly only need a small explosive to blow the lock or wooden doors sometimes need an explosive to blow the entire length of the hinges side of the door, which will of course blow it completely down).  And of course an explosive for windows, if possible.  -- randomly locked/unlocked doors to make each takedown different and challenging every time and/or adjustable by the player in the editor. -- AI units being able to detect which doors are locked or unlocked. -- an action and command to kick open the door.  In an assault, kicking the door open comes immediately after the lock is shotgun blasted, if door is locked.  If that doesn't work, an explosive is used.  If door is unlocked, a good kick alone should do it. -- more options available at the waypoint like breach door, flash room or things like that. -- flashbangs, with anims for units affected by it. There could be a few other things but that's what I can come up with from the top of my head. Another idea I have for realism in CQB would be, if at all possible, to be able to set a probability of surrender in AI units just like you can set probability of presence.  For the player, it can just be an available action if you're unfortunately caught in the crosshairs of an assault squad  An added bonus would be if an assault element, when entering a room, won't kill an enemy unit on sight but instead automatically yells out a variety of commands like 'get down!' and 'weapon down!' until they do so.  And if they attempt to shoot, which would depend on probability I just mentioned, then you'll open fire or if it's the AI they'll detect a hostile act, (e.g. enemy raising their weapon to fire) then shoot.  If unit surrenders, a cool feature would be where the AI units can automatically disarm and flex handcuff the prisoners.  For the player, both disarming & flex handcuffing can be available in the action and command menus.  When prisoners are disarmed and handcuffed or when hostages are rescued, they can then be a part of the group (either the player's or the AI's) so that they'll follow the squad leader's commands.  You can then have them follow you, stay put or inserted in land or air vehicles to be extracted.  Since, according to my idea, yelling out surrender commands and taking prisoners is automatic, then an option in the editor can be put for the AI's to use this feature or not.  The ability to deactivate or reactivate this feature in game, using triggs or scripts, would also be helpful.  This way one can create either a hostage rescue mission, a prisoner capture type mission, a waste them all mission or all three in one!  For players, it would be a good idea to have a key to toggle this feature on or off during play if they are in command.  If player is not in command then, like I said, a toggle feature and a trigger or script could be used for the player's AI commander or whichever way one might want to implement this. Others have mentioned about CQB and they're right.  With the addition of improved CQB and AI CQB capability, it will broaden OFP2 to a whole new level of realism & playability.  Sorry if my post is too long and if my ideas are too meticulous.  I got carried away.  Again, a big thanks and congrats to BIS for making this amazing game and the community who gave up alot of their free time to make an already awesome game even better.  Lates Um, just one more thing.  If I can fire my M4 and pick off enemies while in cargo on a Littlebird for example or get off my seat and walk around in a C-130 and jump out at 30,000 feet with my team with removable HALO/HAHO equipment, that would be amazing!
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