Vehicles in mods?

gh0st

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Im working on a mod right now, that is meant to realistically portray the conflict israel. after a lot of debating, we agreed that the two sides would be hamas, and idf (we want it to be more of a infantry type game... a la day of defeat). so my question is, do vehicles ruin the atmosphere of small scale infantry mods like this? if no, then what types of vehicles would you add?
 
apparently not, have a look at DICE's new game (Battlefield world or something liek that). They have tanks and planes and jeeps and heaps of shit that they're stealing from Desert Combat...
 
yea but thats huge scale games where vehicles are necessary just to get around. im talking cs, or dod style.
 
I dont think that something like a jeep with a small gun on it maybe will affect the atmosphere, but when you start getting too big or powerfull, the combat changes too much.

Also, you do things to prevent the running over of people, for instance... have jeeps as just a quick way to get from one end of the map to the other, and have obstacles in the way to prevent them from going into major courtyard, or open combat areas.
 
maybe somthing like this would be ok.
atv-1.jpg

its small and good to get around in:)
 
Something like the above would be ok, or even less.

A tank would not be if we're talking infantry, unless limits were put on them.
 
gh0st said:
Im working on a mod right now, that is meant to realistically portray the conflict israel. after a lot of debating, we agreed that the two sides would be hamas, and idf (we want it to be more of a infantry type game... a la day of defeat). so my question is, do vehicles ruin the atmosphere of small scale infantry mods like this? if no, then what types of vehicles would you add?

Well, hate to burst your bubble, but I don't think you'll be able to create a 'realistic portrayal' of the conflict in Israel...

But... to answer your question, any vehicles, with the exception of light ones, ruin the Infantry atmosphere because they are there to support the Infantry.

I lead a mod that is Infantry based (see my sig), and what we are doing is having only light vehicles and their role is mainly for transportation. We aren't having the player ability to drive these (Trucks, APCs, etc.) because there are wankers out there who like to do their own thing and ruin the fun for others. However, what we are including are light vehicles drivable by the player (Humvees, Jeeps, Cars, etc.) which can provide mobility and light fire support (light as opposed to tank support).
 
Argyll said:
Well, hate to burst your bubble, but I don't think you'll be able to create a 'realistic portrayal' of the conflict in Israel...

Why? Technical impossibility or.... ?
 
Teddy said:
They have tanks and planes and jeeps and heaps of shit that they're stealing from Desert Combat...

Thats because the desert combat team are helping in the production ;)
 
Javert said:
Something like the above would be ok, or even less.

A tank would not be if we're talking infantry, unless limits were put on them.

we were thinking of sticking a tank in one of our maps, but the Hamas side would get special rpg ammuntion that can penetrated tank armour easily. so im just wondering would that still be unbalanced?
 
Maybe one tank on the Israeli side in maps which have open streets. You could make it so that for fully using a tank you need multiple people in it (driver, gunner, and for example someone manning a machine gun on top) which adds some teamplay elements and makes a tank not an undefeatable beast.
I wouldn't mind seeing something like that in DoD2/DoD:S.

The Israeli Merkava is an awesome looking tank:
http://chrisevans3d.com/temp/merkava.jpg

In a city map with some accesable buildings, taking a tank out with an RPG wouldn't be too hard for the Hamas. You just need to find the right balance. But believe me, an assymetrical mod where each side has it's advantages is much more fun than a symmetrical game where the teams are the same with different skins.
 
PvtRyan said:
Maybe one tank on the Israeli side in maps which have open streets. You could make it so that for fully using a tank you need multiple people in it (driver, gunner, and for example someone manning a machine gun on top) which adds some teamplay elements and makes a tank not an undefeatable beast.
I wouldn't mind seeing something like that in DoD2/DoD:S.

The Israeli Merkava is an awesome looking tank:
http://chrisevans3d.com/temp/merkava.jpg

In a city map with some accesable buildings, taking a tank out with an RPG wouldn't be too hard for the Hamas. You just need to find the right balance. But believe me, an assymetrical mod where each side has it's advantages is much more fun than a symmetrical game where the teams are the same with different skins.

Yes thats exactly what i was thinking, and i have blueprints to that tank so i could model it if we allow tanks ingame, thank you guys, your being very helpful so far.
 
Teddy said:
apparently not, have a look at DICE's new game (Battlefield world or something liek that). They have tanks and planes and jeeps and heaps of shit that they're stealing from Desert Combat...

I didn't know that modern day warfare was trade mark of Desert Combat.
 
i remember when cs first started to use vehicles, man they sucked but at the same time freakin great fun....LOL
 
C'mon man! jeepathon2k! you could put the bomb on the jeep and drive away with it!

and cs_.... i forget, cts had an apc at start, if you sat in the back when it got to the end of the garage, it sank and all passengers died!

Then they took all those out :(
 
valve has said there will be vehicles in HL2 and a great deal of leeway to do whatever you want...

expect battlefield (the game series) size proportions for maps and vehicles


they supposedly made this not so hard on computers... they better not be playing lawyer there...
 
dassbaba said:
expect battlefield (the game series) size proportions for maps and vehicles

Where is your source on that? Even if that is so, you would probably have to make some sacrifices to get them that large (i.e. scaling the player scale down and therefore losing more map detail).
 
Where is your source on that? Even if that is so, you would probably have to make some sacrifices to get them that large (i.e. scaling the player scale down and therefore losing more map detail).
That's exactly what valve said on the matter.
 
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