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Tank traps around cities


snailtrail
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Wondering if it would improve gameplay if there were tank traps and road blocks around cities to slow movement of armor and to prevent tanks from getting near strategic area's such as the bunker building and infantry spawns.

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Yes it would. And I want sappers to build them.

Good to hear. How about the idea of making tank traps & road blocks act like AI where they can be destroyed and sappers fix them? CRS would place them through out cities in strategic important places like you currently do with AI. Would that fit in the current game engine with minimal coding? Although, it would require a LOT of work going through each city and placing them.

You could probably remove shooting AI(which would make many happy) and use tank traps and road blocks instead. Crank up the damage level on tank traps & road blocks so they would require a bunch of HE or satchels only. Require 2 sappers to rebuild each tank trap or something to that effect.

Just floating some ideas.

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Good to hear. How about the idea of making tank traps & road blocks act like AI where they can be destroyed and sappers fix them? CRS would place them through out cities in strategic important places like you currently do with AI. Would that fit in the current game engine with minimal coding? Although, it would require a LOT of work going through each city and placing them.

You could probably remove shooting AI(which would make many happy) and use tank traps and road blocks instead. Crank up the damage level on tank traps & road blocks so they would require a bunch of HE or satchels only. Require 2 sappers to rebuild each tank trap or something to that effect.

Just floating some ideas.

No can do unless they are player placed objects to begin with. Not going to add new stuff to our aging terrain editor anytime soon. Next terrain work will likely be a whole new system.

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Are you talking about the aging terrain editor, or the software he uses?

(rim shot)

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@ Gophur,

once upon a time, i suggested giving BDE OICs, FIRST mission poster and HC (depending on whos there first) the ability to place tank traps and wire via a map overlay of the city with a HC tool to be built at some point.

-with AO placement, HC/OIC takes charge of the BDE/ BDES in the city.

-they get X amount of tank traps and X amount of wire to be place.

-said traps and wires are on a decaying timer or "destroyed" when an AO is removed. give X amount of time after AO is removed for them to be permantly destroyed or replaced if a new AO is placed to stop dropping AOs to removed defenses.

etc. etc.. .to be continued.

you would probably need pre-set spots to place them with multiple options of how they could be placed, but that would go back to adding to the old terrain editor me thinks.

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