Guest TheKGBspy Posted July 27, 2007 Report Share Posted July 27, 2007 i would suggest to keep "turrets" target locator active.. to have an easyer user feedback of what you are really pointing at. So this mean if you want to get in the BF (not in the turret), you will know that you are or not targeting a turret... Still; targeting a bf turret or not... you know its the bf. If you are the ennemi; shoot what ever you can hit xP (IMO) Link to comment Share on other sites More sharing options...
OWA Posted July 27, 2007 Author Report Share Posted July 27, 2007 i would suggest to keep "turrets" target locator active.. to have an easyer user feedback of what you are really pointing at. So this mean if you want to get in the BF (not in the turret), you will know that you are or not targeting a turret... Still; targeting a bf turret or not... you know its the bf. If you are the ennemi; shoot what ever you can hit xP (IMO) That is basically what we were thinking there Link to comment Share on other sites More sharing options...
danpaul88 Posted July 27, 2007 Report Share Posted July 27, 2007 The war miner already links the health of its gun to that of its turrets (the setup is probably the same, a bone with a turret object attached to it), so it would be easy to extend that to take multiple turrets and bones into account ( dp88_linkHealthx4 ) Link to comment Share on other sites More sharing options...
Guest Xenon560 Posted July 28, 2007 Report Share Posted July 28, 2007 For AR you should make a wave map in the rotation. Everyone will be on one team (allied or soviet) at random and will have to fend off the waves from their base for something like 30 - 45 mins Link to comment Share on other sites More sharing options...
danpaul88 Posted July 28, 2007 Report Share Posted July 28, 2007 I was planning something like that for a single player mission tbh Link to comment Share on other sites More sharing options...
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