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- Project Co-Lead
- Age:
- 30 years old
- Birthday:
- April 11, 1982
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Male
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phatty2x4@hotmail.com
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Previous Fields
- Favorite Gamemode:
- Battle
Latest Visitors
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kevo 
09 Apr 2012 - 21:31 -
VaaL2004 
01 Mar 2012 - 03:02 -
Cassio 
19 Oct 2011 - 11:51 -
cheese ON toast 
20 Jun 2011 - 00:36 -
TheFlyingCorpse 
13 Apr 2011 - 17:53
Posts I've Made
-
In Topic: AI
29 March 2012 - 04:16 PM
Cassio is correct. When the maps are 100% finished, we'll have to redo the AI meshes. It's a PITA but worth it IMO. -
In Topic: matt's WIP Projects
24 February 2012 - 11:48 PM
Looking good, Matt! -
In Topic: Utility Buildings and Gamemode Idea
29 November 2011 - 12:40 AM
Chael, on 28 November 2011 - 10:41 PM, said:Okay I'm confused. So utility buildings that blow up are ugly, so we're going to have other buildings that blow up instead? Wouldn't those have the same problems as the current utilities?
I personally don't care about the "ugly" part pertaining to the shadows, etc. But some others do. That's not the entire point of this new idea though, it's more of a gameplay one.
Chael, on 28 November 2011 - 10:41 PM, said:I like the current system (aloa). The only change I'd like to make would be that when you destroy a utility the flag goes neutral. Oh and of course radar utilities, and the mondo as a health utility.
I do too, but not everyone likes the current system.
The biggest complaints about the current implementation(in no particular order):
1. Utility Building(PCO) textures and shadows are sub-par, they could look alot better.
2. Utility buildings suddenly "appear" instead of always being there.
3. There's no point in blowing up the building if you can just take over the flag and vice versa
The whole point of this gamemode revamp is to improve the gameplay mechanics, get more interaction between players and improve the overall quality of the mod. This just an idea, so take it with a grain of salt. And remember, everyone has their own opinion! -
In Topic: Utility Buildings and Gamemode Idea
27 November 2011 - 09:02 PM
princessugly, on 24 November 2011 - 06:51 AM, said:What about instead of a respawn time you can repair them, similar to the asset system for 2142.
That's a great idea!
Cassio, on 24 November 2011 - 05:35 PM, said:@Princess
True that would be even better
--> Send Skeeter to repair
What should be mentioned:
This change basicly removes the "battle" mode as we had it planned and extends the CTF Mode instead. Battle would remain some kind of team teathmatch like it was in IS76.
Correct.
Cassio, on 24 November 2011 - 05:35 PM, said:My main concern about the utility "ressources" is that it's not very intuitiv that you have to do one thing which has effects on a different thing, leading to a so called "Gulf of Execution".
I see what you mean. But at the same time, it makes the game more strategic instead of regular BF2 tickets + utilities.
Cassio, on 24 November 2011 - 05:35 PM, said:What has to be considered too, is the change of the map layout shifting the gameplay focus to the bases instead of some point on the map.
Yes, this will have to be taken into account.
I just thought of another idea while typing this up:
To get the flag, you'd have to destroy a wall/door in order to access it. Once you reach the flag, it'll open another door to let you out. Just a random idea, but I thought I'd throw it out there.
Fixx, on 25 November 2011 - 06:57 PM, said:I definitely like the idea of repairing the power buildings instead of a timer. I also like that the utility buildings are at the teams respective bases. I also like the idea of a gamemode that has no repair or ammo stations or bases to capture, just constant death and destruction.
Fixx, on 25 November 2011 - 06:57 PM, said:A few questions I have:
How would the scoring of the new system work?
Regular kills between vehicles and pedestrians would remain the same. In addition to that you would receive points for blowing up "power" buildings and additional bonus points for blowing up the others. For example: I just blew up the "power grid", I get 30 points. If I blow up another "power" building before the "power grid" gets repaired, I get 30 points + 10 bonus points. If I blow all 3 up before any get repaired, I get 30 per building plus 30 bonus points(the points are just random off the top of my head, but it's just to give you an idea). This is just my idea, so please chime in on your thoughts.
Fixx, on 25 November 2011 - 06:57 PM, said:What role does the flag play? (Is it the power structures or a CTF thing that gets returned to your base for points?)
The flag will give the most points(lets say, 100?) if returned to your base. The main point of the flag is to force interaction between the teams and give the game another "goal" besides blowing each other up and blowing the buildings up. The power structures are there to provide "power" to the "utility buildings"(vehicle repair, vehicle ammo and player health). The idea I thought up is similar to Crysis' power struggle mode, but different at the same time.
Fixx, on 25 November 2011 - 06:57 PM, said:Would there still be intermediate bases that can be spawned at when controlled?
No. This is the way it's setup now. Although, the utility buildings won't be at the main base, they will be strategically placed around the map but they won't be spawned.
Fixx, on 25 November 2011 - 06:57 PM, said:Could the "gulf of execution" be bridged by putting instructions in the gamemode description?
Absolutely. I think this is a must.
Fixx, on 25 November 2011 - 06:57 PM, said:What about keeping the battlemode as it stands with control points, no utilities, and stock BF2 scoring (especially for big maps like grand canyon). Adding a deathmatch mode which would be for smaller simpler maps and have no control points or utilities. Adding Phatty's CTF mode with flags, utilities, and power points with CTF and Utility destruction scoring. Of course racemode would still exist too.
I have no problem with this. The more game modes, the better!
Please keep the ideas coming! And if I didn't explain very well, please let me know! -
In Topic: Weapon Hardpoint firing
25 September 2011 - 08:07 PM
Yeah we really wanted the firing hardpoints to be just like I76, but the BF2 engine just can't do it. We will be able do it however with UDK or the CryEngine.
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