10/21/2019 Apb Coop Maps
COOP is a platform that connects fleet managers that have idle vehicles to businesses that are looking to rent vehicles. COOP simplifies the process and paperwork required to safely share vehicles between business owners.
Your squad has been tasked with assaulting an ancient fortress being used as a headquarters by insurgent forces. The fortress is too well fortified for a direct frontal assault, so you will enter through a cave that runs under the fortress.
You’ll have to find a switch to open the tunnel entrance in a building near the cave mouth. This is a Coop Checkpoint map with 7 checkpoints. The map is a balance of close quarter combat as well as some long distance battles.Op Order follows:BACKGROUND: Due to closure of Guantanamo Bay Detention Camp, large numbers of AlQaeda operatives have been moved to East Lee S. Capable Maximum Security Prison. Prison Staff was quite capable of securing transferred inmates but was not prepared for a military style assault from the outside.SITUATION: On 061830RJAN15 East Lee S. Capable Maximum Security Prison came under attack by large numbers of well trained and equipt Al Qaeda operatives who quickly siezed control of facility. Correction Officers have secured cellblocks 1, 3 and 4 and barricaded themselves in.
All other areas of facility have been overrun and are under control of militants attempting to facilitate the escapse of all Guantanamo transferees.MISSION: Systematically recapture and restore control of all areas back to civilian corectional officers without the escape of any inmates or operativesEXECUTION: The purpose of this mission is to regain full control of East Lee S. Capable Maximum Security Prison. The end state is the elimination of all enemy operatives NLT 071830RJAN15 and rreturn control to civilian authorities.RULES OF ENGAGEMENT: Corrctional Officers and inmates not involved with Al Qaeda are present in facility and care must be taken to avoid friendly fire/ fratricide Deadly force may be used when- (a) Fired upon. (b) Clear evidence of hostile intent exists (c) Armed elements threaten human lifeCreatedSizeDownloads20.3 MB3,483v1 HOT.
I think having this will help balance the allies as the artillery tank just doesnt compare to the soviet's V2 rocketUm, what? So far artilleries have killed 1116 infantry, 1007 vehicles and 571 buildings, and 1496 artilleries have been destroyed. Meanwhile, V2s have killed 708 infantry, 975 vehicles and 460 buildings, and 1539 V2s have been destroyed. Looks to me like artilleries are doing a lot better than V2s. Unless you're referring to the original Red Alert's total joke of an artillery which was basically a Grenadier with a vehicle-sized hitbox, no resistance to anti-tank weapons, and 4 times the price. A few things that bothers me is that in red alert the imbalance between the allies and soviets required to soviets to use more numbers in tactics such as the mobile gap generator but in multiplayer there just isnt enough players if someone would always have to man the useless radar jammer or mobile gap generator just for them to work.Have you ever. Actually bought a mobile radar jammer in this game?
Getting in one prints a big unmissable message about how you can deploy it when near the enemy radar, get out, and have it do its job by itself. As for the MGG I can see where you're coming from but the MGG here is, unlike RA's, actually powerful enough that it might be worth using in some circumstances. Making it deployable as well would be overpowered. And run contrary to your 'make everything exactly like RA because that's more important than fun or balance' mission.If you're asking for Allies to get more players than the Soviets? Not possible. And not needed, considering they already have a decent win ratio.
There are also some units i would like to see like the jets since it seems the harrier is working for apocalypse risingHarriers are VTOLs. Yaks and MiGs are not. We do not have fixed-wing aircraft physics. Also implementing them at this stage would require a grand rebalancing. Not happening.And going back to the Cruiser.
This has already been brought up before and there are many many reasons why we won't do it:. We don't have a model for it. There would be no counter for it if the Submarine Pen was down.
It would have to have only one turret because the game does not support multiple turrets unless the additional ones are AI-controlled (and the AI doesn't shoot buildings, which is what the Cruiser's main job is, so that would be pretty damn pointless). It would be too big to navigate Hostile Waters. Having to overhaul naval combat AGAIN.
I havent used a radar jammer recently, it was before w3d took over and RA APB was new. I only recently tried the game after i heard w3d had taken over.
Before a lot of things and maps were different and i see a lot of props added to maps. Before the hind used an explosive cannon but now it is changed to a gattling gun.The cruiser doesnt need to be available in all maps.
Some maps even if they have a factory doesnt allow building all vehicles. The range of the cruiser can be limited so there can be a counter (V2 rockets?). Perhaps the 2nd turret could be tied to right click. One of the traits of the cruiser was that it was inaccurate.but just for fun could you add the mobile construction vehicle? We still have the MCV as a drivable vehicle ingame (not just a CY basement prop), it's just not used because it serves no purpose - it can't deploy because we can't cut holes in terrain in real-time to make room for new Construction Yards midgame. It actually used to be present on Stormy Valley, in the abandoned depot (the place that's shown on the loading screen), but I wound up removing it for some reason that I don't remember. But now that I've fixed my W3D importer problems I can probably take a look at re-rigging the MCV and put it back in that map for fun, and when I get around to finishing up the SDK, anyone can put it in their maps.
Just because the MCV will be useless doesnt mean not to have it, Its a C&C unit so it should be in this game, at least the player can drive it around for fun.A potential use for the MCV is as a heavily armoured unit with no weapons as it has a lot of health in the game. So it can than transport 2 players safely till for them to get out and get killed instantly by either pillboxes or tesla when they hop out.You must be joking.
As MCV would not serve any purpose beside making your teammate useless craps by driving a vechicle which functinality is way below the cheapest vechicle right now - supply truck - for way bigger price then i suggest to rethink your propositions under cold shower.Cruiser is already out of reach because of points mentioned by Pushwall.Not to mention even Destroyers can get out of range of V2 and safely hit sub pen (on Coastal infulence at least)And V2 being weaker than Arties? Damn, i gotta start building up better stats for V2. Hmm, we could have a map where we could script the mcv to activate some events, like two sides fighting for an abandoned mid base which would give the other team access to some technology, extra silos, working defence and refil pads.It would be more fun to escort a whole mcv rather than just exploit engineers again for everything capturable as we do now.We already have many props of abandoned bases on some maps, but they are not used. This could give the MCV some meaning after-all.Also there were some interesting MCV coop missions on the zunnie's coop server, where you had to protect the MCV, not sure if the MCV had any ability or purpose back then though.
Base building as something AI controlled that can be influenced by the player such as by getting more ore.The buildings would obviously be built into the same location and unless the construction yard is destroyed than it will rebuild destroyed buildings.i think this should be a gameplay mode that can be enabled/disabled.For the cruiser the 2nd turret can just follow the first turret so it doesnt have to be player controlled but the player fires it with right click. Or the 2nd turret could be manned by another player Edited March 19, 2016 by System Error Message. I still think the cruiser should go into the game but make it a 2 player vehicle so 1 player per turret.Back in BHP there were these ideas floating around, to have multiple people controlling the different turrets (same for MK2 in Reborn).Personally I'm not really in such a favor but let's say the cruiser would be only a map prop (not a unit) as a special feature on a map, then fine.Anyways everything still falls down to 'we don't have the model' and 'it can't be a normal unit anyway for every occasion due to reasons'.
Player influenced in gathering ore but only the AI builds so it will still end up the same way on a map. Though it would be funny when players buy MCVs and spam construction yards lol.Forgive me if I misunderstand you.but doesn't this mean that the Construction Yard would be the only constructable building? The CY is the only structure of its type, in that has a deployable vehicle that transforms into a structure.
Implementing this mechanic would not work, not only for the reasons mentioned above, but also because.what do we do about constructing every other structure? My suggestion is to rebuild and repair for the construction yard.My suggestion is that for some maps with construction yard the buildings are built automatically from included construction yard (how fast one bulding is built from another depends on how much ore is mined). In these maps player can build MCV and deploy to build buildings and defences but not in a way that they can place them, rather they would be given a list of buildings which build in a pre-specificied location.
The player deployed MCV can also be captured by enemy. This way the extra constuction yards arent counted in win condition.
When player builds/rebuilds a building they have to spend their own money instead. Also to even build an MCV you would need to start with a war factory, and to acquire the money to build one you would need to start with a refinery (or a silo but that takes longer and is less engaging because it involves protecting something that's inside your base rather than outside). So the end result of this is that you have to spend time and resources on unlocking infantry, air and naval, but not tanks or resource gathering. Infantry, air and naval would have to be pretty damn overpowered to encourage people to actually unlock them instead of just massing the war factory units that they can build right at the start, at the time when they would in fact be most useful because there would be no defenses to slow them down and no engineers to quick-repair buildings.
Nah, the people pushing for Migs, Yaks, and Cruisers are doing so because they were in Red Alert. They'd probably throw just as big a fit if the Allies got a mig/yak counter since they didn't have one ingame (although the Mig is a MiG-23 Flogger ingame in Red Alert so we'd be looking for say an F-4 Phantom or F-15 for the allied equivalent, not a modern F-22)Regardless, not gonna happen, fixed wing aircraft. Aren't really possible in this engine. It can be done in theory in very 'hacky' ways but in practice it doesn't play well, doesn't look right.
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