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Unlike videogames projecting SC's as something unique. Satchel charge historically is a bunch of small demo bricks like the ones we have in ARMA, wired up and stuffed in a satchel.
So we have to think about this from a gameplay and balance perspective but we could technically make a RHS style (inventory defines object) satchel charge. That the player can customize the weight/explosive power by loading it up with smaller bricks
Four bricks if you want to take out a tank
Eight bricks if you want to blow a bunker
Max bricks if you really want to hurt someone
The higher the weight, the less you can throw it, which means you'll have to get to the target and place it. The inverse is true, The lighter will allow you to throw it from the bushes or a prone position at the enemy/target.
Regardless of the route we go, we require the following features:
Wire detonation (WW1 remote detonation)
We could have wire spooling a feature useful for hydro/power, trip mines and telecom features
Create hand held wire spool
Customizable/modifiable timer detonation
Short (0 sec min, 1 sec increments, +5 sec max per fuse)
Long (3 sec min or +5 min max per fuse)
Thought:
We could ditch the above, and make satchel charges have a very long timer. So rather than a suicide charge weapon, they could be as strategic base destruction weapon - If the people do not patrol properly and disarm the bomb in time, It does catastrophic damage to a base. Very similar to nukes in Foxhole or planting the bomb in Counter-Strike.
It all depends on how aggressive AI defenses are. If they're fairly weak then players would be able to sneak up and do a lot of damage quickly, especially in groups. If they're very strong, It will just be a chore to get to the defenses, Let alone wait 30 minutes for the bomb to go off.
Our best bet to proceed, because we need strategic destruction regardless, Is probably to just get this built, and then we can just modify the timer capabilities later.
" Touching off bombs " was a hallmark of OFP. We should find a way to balance people sneaking up to a base and wiring it up to explode at the critical moment of attack - versus if they do it earlier - It would have less impact. This gives time for the Defenders to find and disarm the explosives, or forces the attackers to detonate earlier with less effect.
The text was updated successfully, but these errors were encountered:
Unlike videogames projecting SC's as something unique. Satchel charge historically is a bunch of small demo bricks like the ones we have in ARMA, wired up and stuffed in a satchel.
So we have to think about this from a gameplay and balance perspective but we could technically make a RHS style (inventory defines object) satchel charge. That the player can customize the weight/explosive power by loading it up with smaller bricks
The higher the weight, the less you can throw it, which means you'll have to get to the target and place it. The inverse is true, The lighter will allow you to throw it from the bushes or a prone position at the enemy/target.
Regardless of the route we go, we require the following features:
Thought:
We could ditch the above, and make satchel charges have a very long timer. So rather than a suicide charge weapon, they could be as strategic base destruction weapon - If the people do not patrol properly and disarm the bomb in time, It does catastrophic damage to a base. Very similar to nukes in Foxhole or planting the bomb in Counter-Strike.
It all depends on how aggressive AI defenses are. If they're fairly weak then players would be able to sneak up and do a lot of damage quickly, especially in groups. If they're very strong, It will just be a chore to get to the defenses, Let alone wait 30 minutes for the bomb to go off.
Our best bet to proceed, because we need strategic destruction regardless, Is probably to just get this built, and then we can just modify the timer capabilities later.
" Touching off bombs " was a hallmark of OFP. We should find a way to balance people sneaking up to a base and wiring it up to explode at the critical moment of attack - versus if they do it earlier - It would have less impact. This gives time for the Defenders to find and disarm the explosives, or forces the attackers to detonate earlier with less effect.
The text was updated successfully, but these errors were encountered: