#Invisible infantry object with firing position nodes

14 messages · Page 1 of 1 (latest)

ionic kernel
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ZeroDays ZeroDays ZeroDays

Im honestly not sure what to call it and I usually oppose the concept of infantry, but... What if you had an invisible object/vehicle thats immobile and can be "captured" by infantry? Basically:

  • its an invisible object with physics
  • can be captured (same as airfields)
  • has "firing position" nodes (similar to the runway nodes we have). These nodes can fire machine guns, launch AT and AA missiles, and grenades.
  • the firing position nodes have an FOV and can be rotated, to prevent them from firing backwards and destroying the building.
  • the nodes can be "suppressed" and/or "depleted" by firing back at them (fire enough MG rounds into the spots where the nodes are and the total number of troops the "infantry object" holds goes down, eventually turns neutral gray and becomes ready to be recaptured).

Example:
Theres this one tall building with a helipad on Ignus. You put the "infantry" object on the helipad. Put a couple of nodes in the windows of the building (by moving them there). Now, the helipad area can be landed on and the invisible infantry object there can be captured (no collisions). If the building gets destroyed and goes down, the invisible infantry object will fall with it and be destroyed after hitting the ground, meaning that after the building collapses there will be no infantry positions left floating in mid air.

This would allow mission makers to turn ANY object or area into a zone which infantry could fire from without the devs having to go through every model in the game to make it capturable and able to hold infantry.

torpid reef
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Why invisible? Just make it a trench or something

ionic kernel
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A trench would look ugly on top of a tall building and would float if only the building got hit. Also, you could put it on moving ships and simulate pirate takeover, for example.

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Invisible infantry object with firing position nodes

storm jetty
# ionic kernel <:ZeroDays:1219839931137134624> <:ZeroDays:1219839931137134624> <:ZeroDays:12198...

Damn, I want to put here few cent to develop Idea further
So, you described building "occupation" that way, with is cool

It would be nice to have variants of such "building" so either pillbox (without a mg), trench or just invisible prop
and be able to tie it with themselfs, so you could make for example one complex building or a trench that would be connected

That building definitely should be editable, like arc of fire how high or lower can infantry fire and such

Honestly, Idea reminds me of how infantry was occupying buildings in CNC 3, where buildings that they took had gunports in them

ionic kernel
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There should probably be separate nodes for each weapon type, so, for example, one infantry object can have 4 MG nodes, 2 AT nodes and 1 AA node. Similar to the runway nodes, so multiple nodes of each type can be added anywhere.

storm jetty
ionic kernel
torpid reef
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I do like this idea. I think infantry is fine if they’re just another unit mechanically. Stationary 50 cal positions, stinger and javelin launchers, etc.

brave marten
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Maybe have that, as well as "maneuvering" nodes
that can move around (teleport) and are armed with rifles and rocket launchers

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and primarily fight other infantry (assaulting)

ionic kernel
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The point is to create zones and buildings that can be held, occupied and fired from, more than actual moving infantry.

brave marten