- last post: 01.01.0001 12:00 AM PDT
this is soemthing i've really been thinking abotu alot, because i think the pelicans are pretty sweet. the challenge is obviously the implementation. i guess the first thing is that i think its only really suited for multiplayer-i can't really think of an implementation in the campaign that wouldn't throw off the pacing. if you're iloting it'd get boring, and if you're jsut a gunner it becomes a rail shooter. so back to multiplayer. i think the biggest problem here is putting it in without changing the gameplay drastically. as alot of people would said, pelican in multiplayer means bigger maps, less focused and intense gameplay, and something like BF2. well thats true if you dont' show some imagination in designing the maps. my solution, and i have no diea if this would work, would be islands. you have to use the pelican to island hop to a final objective in an asymetrical map, with one team the attacking team and one with a defensive base, and each island in between conferring some kidn of strategic advantage. to keep that from being to big and out of hand, mist covers the area between the islands so once you land the combat is up close and personal...while still conferring a freedom of movement and strategy the pelican as a large transport can provide. so the pelican doesn't become an absolute necessity, there could be long, long hard to travel footbridges between islands so individual people could travel along. as the attacking team took more and more of the map the defense would be able to dig in more and more as they would be spawning closer and closer together, ending in an all out brawl at the final, large, well defended base. anyway, thats my thought.