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A new Base


Aegis_RVIR

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So, I hate sitting on my ass and doing nothing. Deciding I would give the new base idea a whirl again after the disaster of the South-West Base. I made a quick draft and these were the results.20170819124012_1.thumb.jpg.e303778bc990bca23e3560eb48083715.jpg20170819124004_1.thumb.jpg.d1c12b11d34d28cf585a0954de45b4c6.jpg20170819123957_1.thumb.jpg.4eaba30e001bce82f6dd3ea4c34f96cd.jpg20170819123953_1.thumb.jpg.2f3b0b666d6bb988d4f27d408ee3ff6b.jpg

 

The large white building will contain the spawn and Arsenal. The helipads are lit up using the small green lamps and a large airport lamp. A vehicle/UGV repair is avaible, however I forgot the service pads for helicopters, planes and UAV. For if you don't recognize it, the proposed base is at the southern part of the main airfield. The HQ at the base is used as an AA platform. Certain objective like the gate barriers are made indestructible so nobody just goes straight through them. The middel area can be used for slingloading but that is most likely gonna be near the blackfish when I add the Blackfish.

 

What do you all think?

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that's an odd place to place Praetorians :P 

 

I'm also slightly concerned about the spacing between the ground vehicles, if one was to glitch and explode, It may create a chain of reaction for all of the other vehicles leading to a very big fireball.

 

Lastly the Stop gate (I forget what it's called, the thing under the finish sign) would probably just get broken as most people will just drive through them as they are too lazy to get out the vehicle and open the gate.

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@Xwatt I am still planning to move everything around. Want the AA somewhere high with a clear view of the surroundings. The bar gate is setup in such a way that they are indestructible, I tried believe me. I went for a head on colission with a hunter at full speed. Pretty sure if it can survive that, it can survive alot more.

 

@ansin11 pilots should always be careful, but I am gonna space it out some more. 

 

I'll be on this afternoon/evening, so if you want to say anything feel free to stop by.

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You can also easily set a simple trigger that checks if BLUFOR is in the trigger area, say up to 5 or 10m in front of the gate, and when true, set it to open automatically. That way, you won't have to get out the vehicle to open the gate.

 

Not at home currently, but if you're interested, I can share the code later.

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So, after some hard work and much needed advice I am back again with an updated version. Its main improvement is that everything is more spaced out than before, so it doesn't feel like Singapore but like a proper base20170819204910_1.thumb.jpg.fdf327e3f06c297a432ac37f72088875.jpg20170819204916_1.thumb.jpg.2aece27288b93a0e81d9a93053ccf74d.jpg20170819204924_1.thumb.jpg.426ca9eceabecec03a6d0919d8472c42.jpg20170819204930_1.thumb.jpg.f007cae7ca3615ea547029aeb1fe996e.jpg20170819204934_1.thumb.jpg.9344f11c66fc18b00f45e26a292a4d14.jpg20170819204942_1.thumb.jpg.3ad1e7f68a64ac1b2b04ef3a25bd72f4.jpg20170819204951_1.thumb.jpg.b5ea80e03ebba621366cca57a37df0f2.jpg20170819204957_1.thumb.jpg.ca381aa79b6704c04ec28cd53fc423a2.jpg20170819205018_1.thumb.jpg.830311af03fe147785b554ef1a4f21c7.jpg20170819205111_1.thumb.jpg.bbdb24b8620d8c9fa8355a2ddd3701c1.jpg20170819204856_1.thumb.jpg.cf7ab6517b50a489a9924921946a6826.jpg20170819204901_1.thumb.jpg.bd826fa1808f09763c93e1e73fef650a.jpg

 

As you can see, the base is way more spacious now than before with the motor pool being moved outside the perimeter. This allowed the landing pads to be more spacious with hopefully less crashing on/near the pads than before. The bunker overlooking the helipads is meant to be the respawn, so people can look behind them to see if it is worth staying at the base for a pilot or going to an FOB (if avaible). The tent is the Arsenal and the 2 laptops for Tp'ing to the FOB's and purchasing arty strikes (underneath the concrete archway). The blackfoot also has been added, but I am not sure about its location so far. The helicopters have been moved to the terminal with a pilot respawn, hopefully no more wrecks that way at infantry spawn.

 

At last, I setup 3 towers with Air defenses for keeping shikra's, gryphons and CAS jets at bay. As long as its hostile and airborne, it wont survive for long in the airspace around the base.

 

I am trying to make the best out of it, so if you have any more feedback let me please know.

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Air defence towers are too close to the runway, imo. A semi-bad Blackfish pilot could easily crash into them during an otherwise fine rolling take-off / landing.

 

 

Further, FWIW, a gate to get outside a base I made (name: "ammo_bar_out"):

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1. Trigger dimensions and shape (length, width, height; round or rectangle): very important is height, so overflying pilots don't accidentally activate the trigger. I've set the trigger as such that the longest part is at the side where the vehicle is coming from (movement: left to right). The extension on the right is so that the gate doesn't close when a truck passes through. Once the player is outside the trigger, the gate would close, and the back of the truck would be stuck. For gates where traffic is coming from both ways, it's better to make both sides equal obviously.

2. Activation here is OPFOR, but you can set it to anything available in the list.

3. Make sure REPEATABLE is checked. No experience with it, but I'm guessing SERVER ONLY would make sense for online missions.

4. The code to OPEN the gate. Special note: "Door_1_rot" is specifically for bar gates, AFAIK. To my limited knowledge, other type of gates / doors use "Door_1_move".

5. The code to CLOSE the gate.

6. (Optional) Add in a small delay for the trigger to run, to add some randomness to when the gate opens.

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So, This is for now the last update ill roll out. I am fairly content with what it turned out. The AA towers were moved so prevent bad pilots from going into them like a wrecking ball (at least I hope).

 

The main thing that has been changed is the main area: The bunker was switched out for a larger shed which can contain some in house advertisement (Don't lie, I know you all love your billboards. They are everywhere in the spawn area ATM). It also should prevent people spawning inside each other or in the walls when a lot of people spawn in at once. I added a gate leading to the heli area as well to prevent vehicles getting in and keeping the occasional CSAT or AAF pilot out. There are now a couple of zamak trucks (ammo, fuel and repair) at the helipad so repairs aint too far off always and being a nice substitute for a heli servicing pad.

 

Last thing that is worth noting is the slingload area. It is next to the motor pool and has a separate Arsenal and supply crates at hand. A couple lights have also been added/changed around to make sure that even without NV you should be able to walk around normally at the base.

 

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So, what do you guys think? Is it a worth contendor for when a new base is selected, do you think it needs more polish? Let me know down below :D

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Is there a "drive thru Arsenal " since I and many others loss up huter/prowler with rockets and stuff. And long travel distance from car to arsel is Never fun. Besides that It looks Good in My opinion. 

And better location the the one down in the south. Particualy when playing on Low Times with none/few pilots. 

 

Also a question of lights? There are lights inside the spawn area. So it does nit tur in to FOB guardian. Where have to turn on NVG at night to even find the Arsenal crate. 

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On 19/8/2017 at 3:11 PM, Xwatt said:

that's an odd place to place Praetorians :P 

 

 

Yeah.
AA should be placed in the outskirts of the base and if possible an overlap in their operation area.

 

P.S.

I see they have been moved now. Good

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if we'd end up using this as main base then the whole idea of 'invade and annex' is no more, current base is good as is, we invade the island from 1 end and gradually take over the rest of the island.. ur base is slap bang in the middle of the island, however it looks good though, dont get me wrong, just doesnt suite i&a as its intended imo.

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46 minutes ago, D.Devil said:

if we'd end up using this as main base then the whole idea of 'invade and annex' is no more, current base is good as is, we invade the island from 1 end and gradually take over the rest of the island..

Probably deserving of its own topic if further discussion is requested / required, but in my opinion, one of the main disadvantages I&A 3 has in relation to 2.x is the location of the main base and how you progress...

 

After a server restart, unless an admin fast forwards (which they almost never do, AFAIK), you lose all progress you made earlier, meaning you keep repeating the same AO's and hardly ever get to the far side of the map. With a base in the middle, you could work in all directions again, rather than a linear one. It may be less realistic, but improves gameplay and AO variety.

If you really want, however, you could make a central base more realistic by adding the FIA or another (fictional) local resistance group in the scenario.

1) You continue to play as BLUFOR like I&A always has, including (most of) its full arsenal. After FIA has secured the airbase, NATO was able to get a foothold in the centre of the island, and you operate from there.

2) You switch factions to the FIA, starting with civilian and other less advanced gear. At certain fixed AO's, special locations / gear are made available; or for every X random AO's completed, some arsenal limitations are lifted. You wouldn't start there, but one of the first objectives would be to annex the airbase, so you can operate from there and get some NATO support assets.

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18 hours ago, D.Devil said:

if we'd end up using this as main base then the whole idea of 'invade and annex' is no more, current base is good as is, we invade the island from 1 end and gradually take over the rest of the island.. ur base is slap bang in the middle of the island, however it looks good though, dont get me wrong, just doesnt suite i&a as its intended imo.

 

 

wait wait wait

as a long term luver and player of I+A ever since i stepped a foot on EU1# i feel you ignore the fact that for over 2 years the base was located mid of map either on the airfield or right nxt to it,as it made sense from a gameplay pov.

Then I+A 3 came and with it the idea of "capturing the invade part" better translated over to the user.

Which most (pub)players never gave a fuck about.

And here we are now,stuck with (at best) 4 base´s aka spawn locations and the logistic trouble is real.

I´m not even talking about the performance part,but let me say this:

I´ve seen plenty of mission run time when I+A 2.x was played - i´ve never seen all 4 FOBs being live on I+A 3 without a admin spawning em.

In short,the whole point of the FOBs was BS and i called it.

 

For the part of what "suits" I+A - í´d leave that to the bureaucrats,i m more interested in a well play out mission than a fitting name for the child.

 

 

 

16 hours ago, Eagle-Eye said:

Probably deserving of its own topic if further discussion is requested / required, but in my opinion, one of the main disadvantages I&A 3 has in relation to 2.x is the location of the main base and how you progress...

nuff said

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