Player-Placed Objects in the works
(45 votes, average 4.80 out of 5)
Written by RAFTER   
Wednesday, 14 July 2010 08:25

RAFTERAs promised, its time for a sneak peek at what's in the development pipeline! Although you might have seen some recent press coverage about WWIIOL:BE that included hints about a new "player-placed object" thing, it's time to reveal the entire feature set and give everyone a chance to begin shouting, "When? When? When?"

 

Field Reinforcement Unit

For some time players have been able to spawn a truck and venture onto the battlefield to find a spot closer to the action and deploy as a mobile spawn point (MSP) for infantry. Work has been underway to extend this capability in order to free the trucks by deploying a spawn point onto the ground so they can continue on to fulfill troop transport, towing or resupply tasks.

FRU

 

 

 

 

 

 

 

 

 

 

The "Field Reinforcement Unit" (FRU) feature will follow the same rules as current mission-based MSPs with restrictions on where the object can be placed as well as limiting the number to one per mission. Once the new FRU is placed, mission leaders can decide to destroy it and create an opportunity for a new one to be placed. This is the same as current MSPs. FRUs will take damage and can be destroyed. The major difference is that the FRU is independent, leaving the truck driver to redeploy or do other things. The footprint of the new object is roughly the same as that as a truck which should provide similar opportunities to place it in the world.


Player-Placed Objects (PPOs)

The client/server code breakthroughs that were made for the "Field Reinforcement Unit" feature paved the way for the new PPO feature. It will allow players to place other objects onto the terrain that become server-tracked objects and are visible to all players within visible distances. To begin, we are planning to provide two new objects;

  • Infantry Fighting Position (IFP)
    This object is a small berm/foxhole that will not penetrate the terrain. Its size is expected to be large enough for two infantry to take cover from front-facing fire and will appear to be made from earth, rocks, sandbags and brush. It is will provide cover to infantry in the prone position and may include a place for LMGs to deploy with partial concealment.
  •  Gun Emplacement (GE)
    This object is an AT/AA Gun pit with some modifications. Its size is expected to be large enough to serve most towable guns and to provide maximum cover to these units. It will appear to be made from wood (logs) sandbags and brush. It will provide cover to infantry in the kneeling and prone positions and may include a place for LMGs to deploy with partial concealment. This object will also serve as a resupply point with the same parameters as trucks.

IFPs and GEs will have different build timers that will require the player to remain stationary during the build process. The build can be stopped by the player or interrupted by damage from the enemy. The timer lengths have not yet been determined.

PPOs will have lifespan timers (how long they last on the terrain) that will not countdown until there are no players present in the object. The lifespan of the timers have not yet been determined.

There will be restrictions on how many PPOs can be placed in an area and proximity to buildings and other strat objects such as FBs and ABs. These rules have not been finalized but will approximate those used for current MSPs. There will also be terrain collision checks to ensure viable placement in the world. Finally, a player will be limited to building (2) active PPOs at any one time. The use of lifespan timers should provide the means for placing new PPOs while in combat (unused ones time out). GEs will take damage and can be destroyed.

We expect to allow all infantry units except Sappers/Engineers to build IFPs while only allowing Sappers/Engineers to build GEs. This is another step towards specialization for the Sapper/Engineer.

These are just the first on many PPOs that can be designed an utilized once the feature is tested in live play. At this time we do not have a release date set for these features but the team is working on them as a high priority. As always, some things may change about the design. We'll keep you updated on the progress.

We believe the addition of PPOs will have a dramatic and immediate effect on tactical play and create entirely new ways to prepare, attack and defend. These first two PPOs, combined with FRUs should provide the means for players to create mini-FBs (without vehicle spawning) or simply improve individual survivability on the battlefield.

Tell us what you think! Post a comment below.

 

 

 

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Comments (93)
1 Wednesday, 14 July 2010 09:00
Berlinee
Sounds like a hoot. Thanks for the update!
2 Wednesday, 14 July 2010 09:12
Megatron
Amazing. I love it and can't wait.
3 Wednesday, 14 July 2010 09:19
JeffDAK
w000t, can be posible in the future, mines field emplacement, tanks trap, booby traps, inflatable dolls..uhh, nom nom nom

Nice feature guys and thanks
4 Wednesday, 14 July 2010 09:27
GVonPaul
Awesome. It just keeps getting better and better.
5 Wednesday, 14 July 2010 09:28
RedRebel
I presume only one PPO is possible per unit type? If not I would recommend letting the sapper build both types. It's counter-intuitive not to. [Sappers a la Engineers will only be able to build GE PPOs -Rafter]
6 Wednesday, 14 July 2010 09:29
Airbored
Yes good idea, question. When you say maximum cover do you mean from view or incoming tank fire. Ie will the positions collapse on the player and kill you or will the tank kill it with person in it like an MSP. Nice job, keep em coming. [At this point we don't see IFPs as damagable/destroyable, but certainly bombs and tank fire have an effect on infantry without cover. As stated GEs will take damage and be destroyable. -Rafter]
7 Wednesday, 14 July 2010 09:35
hchris
WOW I always dreamed about something like that and now it is becoming reality.

The possibilities are enormous, just think about further PPO, maybe Heavy Machine Gun Nests with Tripod Mounted MGs (Vickers, MG34 and Hotchkiss)?

CRS you rock!
8 Wednesday, 14 July 2010 09:51
scotsman
HUGE plus for the game! Thanks!
9 Wednesday, 14 July 2010 09:51
Saether
holy smokes, just awesome!
Maby one day a Truck can move out and set a "FB" so we never know where they are :D
10 Wednesday, 14 July 2010 10:34
zeb
Will FRU be sensitive to bullets as UMS? Will ML be able to move a dropped FRU within radius of the old location (movement timers etc.), eventually allowing to move closer then truck limit ? (in field progression). And about brigade-shared FRUs ?
11 Wednesday, 14 July 2010 10:54
warc
:O

when when when?!!!
12 Wednesday, 14 July 2010 11:14
Panah
Would be cool if the only thing that could destroy a FRU was a granade and a satchel charge, so it wont be taken out in crossfire/a lucky shooter.
13 Wednesday, 14 July 2010 11:24
muzzy
i think all infantry should be able to dig a fox hole as needed
14 Wednesday, 14 July 2010 11:29
romzburg
Love it! The IFPs sound almost *exactly* like the portable "foxhole" berm I used to go on about! Q: Does the timer reset when another player gets into the IFP after it has been empty for a bit? [Yes, the timer would be reset when a player enters the IFP and GE and not begin the countdown again until no player is present in the object. This is the design and of course things may change -Rafter]
15 Wednesday, 14 July 2010 12:05
kc23
Sounds amazing. Great features to improve gameplay.
16 Wednesday, 14 July 2010 12:08
Gman13
Great news, good to hear that the game is ever evolving & only getter better & better.
17 Wednesday, 14 July 2010 12:08
Tarrian
Could I set up an FRU near an enemy FB, spawn a sapper.. destroy the FB .. then come back to the truck and drive off?
18 Wednesday, 14 July 2010 12:24
SON of MAC
Sounds like an awesome addition for the game! I can't wait for "server-tracked objects" to include bombs for more realism to bombing. (Yeah, I had to get that in here) Keep up the Great work RATS!
19 Wednesday, 14 July 2010 13:05
Hellosim
could this tech lead to say fire bases in the future?

plop....then squad spawns artillery set up and begin...boom boom boom....resupply...boom boom boom

ahh this will be a great stepping stone... thanks RATS!

so 1.34?
20 Wednesday, 14 July 2010 13:06
elegance
... and what about RPATs?
21 Wednesday, 14 July 2010 13:08
Sethorion
Whoah, this is freaking awesome!

Hopefully this is one step closer to STO's for bombs.
22 Wednesday, 14 July 2010 13:13
Lexfire
OUTSTANDING CRS !!!! This is something we have been waiting for since some of these guys was still in diapers :)..seriously tho..I am sure the wait will be worth it, fine job ladies and gents.
23 Wednesday, 14 July 2010 13:15
Figgy27
yes yes yes yes yes yes yes yes

Question: Is there a limit to the total amount of PPO's in an area?

Awesome job Rats, this keeps getting cooler
24 Wednesday, 14 July 2010 13:29
Blackeagle
Awesome
25 Wednesday, 14 July 2010 13:31
Snapps
this is fantastic news! I hope we'll also see barbed wire and blockade type objects for city fighting.
26 Wednesday, 14 July 2010 13:32
Gnpatton
Since the GE can be destroyed, could it too become an UMS? Perhaps just for guns (or a gun)? I'm thinking that it would be very nice to have the ability to setup static defense for later use.
27 Wednesday, 14 July 2010 13:33
Gnpatton
Second question. Would the PPOs disappear if there is no one left on the mission? Or would it time out? What about if the Brigade moves out of town?
28 Wednesday, 14 July 2010 14:02
Hotjoe
Un-friggin believable. This is amazing. Who's ever played Company of Heroes? ;] that's exactly what I thought of when I read that Massively article on this a while back.
29 Wednesday, 14 July 2010 14:10
zeb
Making the GE a spawn point for AA/ATG guns sounds fair enough. THis would bring a new way to develop a team-oriented game by making it easier for dedicated players to stick together until they no longer hold anything.
30 Wednesday, 14 July 2010 14:53
Skyfaller
faptastic!
31 Wednesday, 14 July 2010 15:10
dooom
this is great! we really really need a new mission planning GUI now with draw-on or at least expanded icon capabilities.

can't wait. great job/.
32 Wednesday, 14 July 2010 15:11
JohnMikerson
I would like to see sappers with the ability to build defenses, such as a soft pillbox (sandbags, camo net etc with firing positions) dragons teeth, hedgehogs,sandbags, etc
33 Wednesday, 14 July 2010 15:40
Maxios
Woooooow!


This is awsome news :)!
34 Wednesday, 14 July 2010 16:10
malize
Good stuff. On the FRU, maybe nix the boxes and 50gal - go with a buff version of your IFP. Keep the sm. ammo boxes, field radio, put the flag visible rear only or use some other less noticeable side sign (mess gear or box markings come to mind.)
35 Wednesday, 14 July 2010 17:00
jmpreiss
Now this, this is what I've been wanting for my AAA. :D
36 Wednesday, 14 July 2010 17:43
dudeman1
Why not allow only sappers to deploy both? I fear we may see these things spammed in the worst places possible most of the time otherwise.
37 Wednesday, 14 July 2010 18:00
mikez
Great idea now for the stump broken cows
38 Wednesday, 14 July 2010 18:10
Fxmkorp
I dont know what is happening with BGE It started quite bad as a very unfinished project and seem to remain a little static over the previous years, but I must say I have been impress with ideas and speed everything is moving.
Good job
39 Wednesday, 14 July 2010 19:04
Dave "Ash" Csonka
AWESOME.
40 Wednesday, 14 July 2010 19:10
Helvan
Awesome. But I worry that IFPs will be so distinctive that they act as beacon screaming SHOOT THIS SPOT WITH AN HE ROUND. It might be better for gameplay if they were simple non-descript low-poly berms the same color as the groundplane.
41 Wednesday, 14 July 2010 19:14
Angriff
I must congratulate the RATS. This is one of the most significant infantry advancements in the game. The ability of infantry unit to stengthen its position is what makes them the most significant unit type in real.
42 Wednesday, 14 July 2010 19:32
Geistmon
Sounds great!
Any chance in the future of us picking our own gear load?
Such as smg 1 2 sachels 4 grenades or mix it as we wish to some poinT
43 Wednesday, 14 July 2010 19:38
belnz
Love it. Can you please however allow smaller ATG/AA to spawn from the FRU and please have the FRU provide some cover as well ala FB inf spawn.
44 Wednesday, 14 July 2010 19:46
Bilton
Is there any plans to make the FBs be player placed objects? [It's not possible to make the current FBs into PPOs but perhaps they can be replaced with such some down the road. -Rafter PS- *waves to Bilton]
45 Wednesday, 14 July 2010 19:57
Bacon55
So much awesome in one place.

Great work guys - can't wait to see it in-game.
46 Wednesday, 14 July 2010 20:04
MDundee
Loving it! Trucker can haul ATGs in, set FRU to resupply ATGs and get Inf to defend ATGs, drive off for more ATGs, come back and then setup new FRU in territory now made safe by advancing infantry. Woot!
47 Wednesday, 14 July 2010 21:02
Niteeye
I had to check the calender quickly , but then i realized it was july not april .

Absolutley Fantastic is all i can say.
48 Wednesday, 14 July 2010 21:15
RedRecon
This game just keeps getting better and better. I really can't believe how awesome this sounds!
49 Wednesday, 14 July 2010 21:28
bar10dr
Fantastic
Will you will introduce tank block objects in the future so you can block vehicle access in towns? Enemy engineers could dismantle them, defenders guarding them.

Like these: http://img63.imageshack.us/img63/6042/27767844066aa46ec688.jpg
50 Wednesday, 14 July 2010 22:58
Dex250
Woot this is really a copy of the Project Reality (Battlefield 2 mod)... But the true is that this system really work and is very funny :)
51 Thursday, 15 July 2010 01:45
Deitz
the hell with that how about being able to place barbwire tank traps or dragons teeth type obstacles or landmines , msp s suck and make this a nintendo type game bring back the trucks carrying inf from ab
52 Thursday, 15 July 2010 01:49
Sugabearto
Amazing idea. Our squad was wishing just last week for this exact thing. Wonderful guys keep it comming! This is why i keep comming back for more!
53 Thursday, 15 July 2010 03:23
uksub
Could PPO's also be used to lay mine fields which could stop towns being camped by armour?
54 Thursday, 15 July 2010 05:46
zeb
Coming back to the idea of spawnable GEs for guns, it's maybe not that relevant as said above. I would prefer a towing ability given to tanks. Are FRUs also resupply points as trucks are?
55 Thursday, 15 July 2010 07:41
Kilo69
Can the FRU be allowed to be deployed via JU52 :D. That would be sweet for para's.... well of course if they could spawn in without a chute (Make it an option).
56 Thursday, 15 July 2010 09:14
hchris
Btw don't forget to send this out in a newsletter, you definately need to spread the big news! And make renders and screenshots of everything, people love this and get interested! [It's going out today -Rafter]
57 Thursday, 15 July 2010 09:21
Playah
Fantastic - Armor is going to become even less important unless there is something in the works for them too.
58 Thursday, 15 July 2010 11:08
hyoslvr
Sounds great, this should add a great dimension to the game and a change of tactics and make for great encounters. I hardly play ground in the past 9 years but you are making it enticing.:)
59 Thursday, 15 July 2010 11:27
Vendetta
This, I like. Should make the Infantry Squad MUCH more Viable for gameplay now.
60 Thursday, 15 July 2010 11:40
Hussar
Hussar! At last a use for the shovel that I have been carrying around for years. I was getting fed up with banging the lip of my helmet on the handle every time I went prone and now it has a use!
61 Thursday, 15 July 2010 12:26
rckgunny
now this is a good idea
62 Thursday, 15 July 2010 12:55
cchi
this is so cool.
I like the ability to change the map.
as so much is redundant.
This well add new life to the game GJ!!
63 Thursday, 15 July 2010 14:47
vibora
What will happens with a AA crew that is inside a GE and have a bomb blowing up like 10 mts far from it? Will them survive?

Anyway I think this will be a very good improvement for the game!
64 Thursday, 15 July 2010 16:10
Chiyotay
I will have to resubscribe when this is implemented. Finally something for the guns and infantry instead of the air boys!
65 Thursday, 15 July 2010 16:19
Echo
Unbelievable!!! Possibilities are almost endless. Been holding it for 9 years, we finally get some latrines!!!
66 Thursday, 15 July 2010 16:32
zxyrl
Land mines, baby!
67 Thursday, 15 July 2010 16:52
thewookie
ad some green camo over the top of the mini bases. Like the stuff that used to be on the old bunks, upgradable cover on these mini bases and ai, like add better camo and such.Also engineers then could place first a box downwith a picture of the build
68 Thursday, 15 July 2010 18:01
zimmer
How will the sapper defend himself if he cannot build an IFP........surely he has a shovel. I love the concept.

zimm out
69 Thursday, 15 July 2010 19:10
Jeanlapo
Nice work. Ive been hoping to see this for some time. I can forsee the day when HQ will be placing FBs!! Keep up the good work!
70 Thursday, 15 July 2010 21:50
Capcom
Stellar stuff!! Excellent work!
71 Thursday, 15 July 2010 23:00
Yello1
My idea! LOL Kudos. Though not allowing the engineer to build a foxhole just sounds dumb. [There's a good reason why. It has to do with initially not having to create an interface for "choosing" which "thing" to build. This capability will come but not in this first phase -Rafter]
72 Thursday, 15 July 2010 23:25
Viking76
Will there be Naval PPOs?
73 Friday, 16 July 2010 04:38
Otto1951
Are you fellas working on a system to allow us to pick up dropped grenades and weapons? Even if it stays only for a short period, there are times when we could really use those grenades that are laying on the ground from previous players.
74 Friday, 16 July 2010 08:13
Batek (on leave)
You know where this is leading to....MINEFIELDS! Finally the infantry will pose a threat to tanks without having to walk all the way up to them.
75 Friday, 16 July 2010 08:16
dabar0n
Awesome! However...only one object per mission. I forsee 20 missions on every depot. I still love it, but this could be a problem. [This restriction applies only to the FRO and is the same as exisiting UMS/MSP- Rafter]
76 Friday, 16 July 2010 10:10
hchris
Do you know that I sometimes get hard nipples when I read exciting stuff like this??

[Dude...so wrong! - MM]
77 Friday, 16 July 2010 11:30
schmellar
sounds awesome. i like it.
78 Friday, 16 July 2010 12:38
Knockabout
A needed improvement - when do we get to sow minefields, and other tactical battlefield devices?
79 Friday, 16 July 2010 16:34
Mrmcq5
I agree with helvan, as novel as it sounds it could be a big Shoot here! The STOs show the most promise with the possibility destroyable radio towers, dirt airfields, weather stations, air dropped parachuted supplies and more!
80 Friday, 16 July 2010 18:23
JPanzerj
FRU, thats almost as catchy as MSP! Looks to be a pretty good idea.
81 Saturday, 17 July 2010 09:27
imkharn
If you are restricted currently to 1 per unit LMG might get a small sandbag wall instead.

Does the engine support getting points from the new MS? Or is it completly pointless now? (lol pointless great accidental pun)
82 Saturday, 17 July 2010 15:36
brandonm
excellent!! Cant wait for when this update will come out. Mabye in the future there will be medical stations?
83 Saturday, 17 July 2010 20:29
tandel
AWSOME! just awsome! ok so, my mind turned a few flips when i read this. next on the list.. sappers ability to build tank bars.. (the X thingys on the beachheads at normandy) .AAAAANNNDDD..... tank mines and AP mines... please oh please!
84 Monday, 19 July 2010 03:47
Cid250
Can't wait to dragon's theeth implementation.
Will be nice if a dragon's theeth can only be deployed into defensive missions, and only in a radius close enought to the city, to block avenues and streets to prevent the transit of tanks.
85 Monday, 19 July 2010 12:19
Coronado
Yummie! Defensive positions outside of town! Mortermen will worship you.

On the horizon, I can see barrage balloons, wire-guided anti-ship missiles, and....submarines!

Okay maybe not submarines..
86 Monday, 19 July 2010 17:31
Ghostrider
Can PPOs be expanded into player placed FBs? To add a new level of dynamic warfare and attacks, as well as to limit precamping and repetitive directional battles...Can a CO or maybe a convoy of trucks drive out and build an FB for an attack?
87 Monday, 19 July 2010 17:32
Ghostrider
Maybe it will take 4 lafflys, opels, beddys..etc. Maybe the min distance range would be 4km, 5km, or whatever is deemed best. But given this, almost all attacks will be situationally different than previous attacks.
88 Monday, 19 July 2010 17:34
Ghostrider
Perhaps players could even build defenses (mg nests, AI AA guns) that latch onto the FB. Of course the ability to player place town defenses should be added as well. I'd also love to see the ability to place Czech-Hedgehogs and dragons teeth.
89 Tuesday, 20 July 2010 12:19
Dietl
This feature has WIN written all over it.
Now..on to Anti Tank mines please and then maybe..just maybe..it'll stop some of the quankers
90 Tuesday, 20 July 2010 19:10
Scope
Deploying pontoon bridge now....
91 Thursday, 22 July 2010 03:42
Rickyd
The fox holes sound good, I hope these will be in the forests aswell. This would be just like battle of bulge.
92 Thursday, 22 July 2010 11:52
irelandeb
are any of those PPOs effective vehicle barriers? If not, do you plan to introduce an anti-vehicle obstacle?
93 Monday, 30 August 2010 03:55
hrender2
pls add an option for selecting tree and grass details like low medium or high to saving fps.