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2014-09-12, 22:02 | #41 |
Join Date: Aug 2013
Posts: 728
United States of America
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Re: [Map] Op.Sapphire(4km) [WIP]
Pavlovsk bay has the one with mk12s. Is there a dev here who could help? And regarding the layout, alt should have the one with what I was asking for. 64 would have two hueys, two cas little birds that don't respond, and a transport little bird. For land there would be 4 boats, and 2 aavs.
Me and BD appreciate this. It means a lot man. And we will hold off on the video. |
2014-09-12, 22:50 | #42 | |
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Re: [Map] Op.Sapphire(4km) [WIP]
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2014-09-13, 04:17 | #43 |
Join Date: Aug 2013
Posts: 728
United States of America
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Re: [Map] Op.Sapphire(4km) [WIP]
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2014-09-13, 11:14 | #44 | |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,737
Hungary
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Re: [Map] Op.Sapphire(4km) [WIP]
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Alright so you want it like this: US AAS32 2x RHIB MG 2x RHIB MK19 2x Littlebird trans 1x littlebird with gun 1x littlebird with gun + rockets 1x AAV (aavp7a1) And then I should give ARF something to counter that? This is how I set up ARF atm ARF AAS32 4x dirtbike 2x cars 2x trans truck 4x trans boat 4x MG boat 1x AAV truck 1x rocket technical 4x fixed AA Some of them won't respawn. The only problem I see is that US won't get any crates. I don't think the littlebirds got crates. In that case do you want me to switch 1 littlebird trans to huey? | |
2014-09-13, 18:31 | #45 |
Join Date: Aug 2013
Posts: 728
United States of America
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Re: [Map] Op.Sapphire(4km) [WIP]
Yeah that's good..
I was thinking, unless this would be too much trouble.. Using NVA vs USA? That would be kind of interesting. |
2014-09-14, 08:39 | #46 | |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,737
Hungary
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Re: [Map] Op.Sapphire(4km) [WIP]
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In my opinion the ARF fits better for both the map/environment and the vehicles. I guess if I use NVA they would be able to use heavy vehicles since they have a crewman kit(they do right?) But I don't see the need for heavy vehicles on a map like this. But yeah, I can change it if you really want it. | |
2014-09-14, 11:42 | #47 | |
Retired Moderator
Join Date: Oct 2006
Posts: 6,072
Europe
Location: London upon Europe
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Re: [Map] Op.Sapphire(4km) [WIP]
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Firstly, faction asset plausibility. I can't think of a single instance where the US Marine Corps would be deploying special Army unit little birds from Naval carriers. I would strictly limit yourself to exclusively USMC/Navy assets, so instead limit yourself to UH-1N Hueys for light trans and CAS. Since the ARF are likely going to be pirates in this context, it would be practically impossible for them to maintain, arm, refuel and operate any armour vehicles at all, regardless if they happened to have seize 33 Russian tanks. In general, not even a conventional military would probably see it fit to deploy any ground vehicle to such a small Island, especially those vehicles that are not seafaring amphibious vehicles. That would probably exclude the LAV-25 too, since it can only ford rivers and not sail on open seas like the AAVP7 can. Secondly, insertion vs overall troop capacity vs permanent use vs potential ticket loss. What I mean by this is, how will the type of insertion methods available to attackers affect map gameplay? I'd say, since there really isn't anywhere for the ARF to hide or take cover, I'd suggest giving the USMC a hard time and limiting their insertion options. That means making ariel insertion an option for some Marines with 1-2 Hueys, but not 3-5 for the whole force. The frustration for the ARF would be that the USMC could strike or reinforce at any moment, anywhere. The round would last no longer than 15 minutes. Also, you will find on some maps with a lot of air trans assets, that after the main force is deployed to land, most of these assets become useless, and pilots get reckless and cost the team a shit load of tickets in crashes and irresponsible flying. If you put lots of helicopters in, I can pretty much guarantee you gameplay will suffer. Thirdly, firepower & balance. This will be make-break for your map. The ARF are on tiny islands with slight hills and a fair amount of trees, which massively limits their options for manoeuvre. Similarly, the strong points they will have to defend don't appear to be very large areas. What this means is, if you have assets like CAS and Armour, two things will happen. Firstly, anyone outside of these defensive strong points will be slaughtered and stand little to no chance. Secondly, anyone inside these defensive strong points will be permanently suppressed as soon as a heavy asset turns up. The ARF will be immediately confined to rooms, where windows and doors will be kill zones, not defensive firing points. The ARF will wait until the USMC chucks a tone of frag grenades into the room and then storm them. This is no fun at all, and would be pretty dull for the USMC too.
With that said: USMC ? (lots) x RHIB 4x RHIB, 50cal M2 2 x RHIB Mk.19 AGL 2x UH-1N Huey, M240 1x MV-22 Osprey 2x AAVP7A1 OR EITHER 1x UH-1Y Venom Huey CAS I would include the Osprey mostly for logistics reasons. The USMC would otherwise have to rely on 2 Hueys for all their supply needs, while with an Osprey their logistics potential is increased to 300%, and becomes much more time efficient. ARF ? (lots) x Wooden Sampan 4 x Wooden Sampan, Dshk 12.7mm 2 x PBR (Vietnam US patrol boat). 4 x motorcycle 2 x Civi car 3 x Technical 50.cal 1 x Technical, S-5 rockets. 2 x Ural AAA 5 x ZPU-23-4 | |
Military lawyers engaged in fierce legal action. |
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2014-09-14, 12:36 | #48 |
PR:BF2 Developer
Join Date: Oct 2012
Posts: 1,737
Hungary
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Re: [Map] Op.Sapphire(4km) [WIP]
Yeah, that's about how I wanted it. I have that kind of setup on AAS64.
On AAS32, I think limiting cas to 1 instead of 2 and removing AAV vehhicle for US will do. so it will be: US AAS32 2x RHIB MG 2x RHIB MK19 1x huey 2x Littlebird trans 1x littlebird with gun ARF AAS32 4x dirtbike 2x cars 2x trans truck 4x trans boat 4x MG boat 1x AAV truck 1x rocket technical 4x fixed AA |
2014-09-14, 14:57 | #49 |
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Re: [Map] Op.Sapphire(4km) [WIP]
While the idea of making a Archipelago into a map is cool, I'm a bit worried at how you are doing it and think it should honestly be redone. Look at Operation Bobcat, https://www.realitymod.com/forum/f35...t-4km-wip.html
The island are laid our in a realistic way with shallows and everything. Not to mention large urban areas built up in coastal areas and connected with a main highway which most things are connected to. In the center you have dirt roads that connect to a few more points of interest like a farm or dig sight, something that wouldn't need a major road. |
2014-09-14, 20:42 | #50 |
Retired PR Developer
Join Date: Sep 2010
Posts: 1,604
Portugal
Location: Porto
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Re: [Map] Op.Sapphire(4km) [WIP]
Honestly, this map would take a long time to be done properly. If it's only for an event then it should be mission based with specific goals in mind. Instruct the players about the rules (e.g.: hostage rescue) and have a blast. There should be more communication going on between you and whoever wants this map. Also, 50 vs 50 in this map won't work in an orderly fashion.
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Tags |
4km, map, opsapphire, opsapphire4km, sapphire, wip |
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