AAS Gameplay

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Doedel
Posts: 192
Joined: 2005-08-24 02:25

AAS Gameplay

Post by Doedel »

Hi,

I've been playing PR heavily since the new release, and while I must say at first AAS was a breath of fresh air, it's gotten a little out of hand...

Sure, some maps with AAS would be interesting -- the linear one-flag-at-a-time push type gameplay is interesting but having it on every single map is a little bit too much IMO... I'd prefer to see a mix of AAS and standard cap-any-flag-except-main-bases maps. Afterall it's not like the latter is unrealistic; how many times has the US Military in Iraq occupied and secured an area only to leave and have Insurgents re-occupy it afterwards? I understand that two conventional armies fighting one another will more or less have push-type situations... you could even have those types of maps (where two conventional armies fight) be push maps while maps pitting Insurgency/Guerilla forces vs. US/UK are more standard cap-any-flag types.

Thanks
GrossKopf
Posts: 71
Joined: 2006-03-24 19:39

Post by GrossKopf »

With the previous version of PRMM, you had to rename a file to get AAS. With this new version, AAS is automatically enabled. I am sure that changing it back to regular non-AAS is able to be done by renameing another file... but you'd have to find a server admin willing to do that... I personally like the AAS style game play.
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5dollar
Posts: 176
Joined: 2005-10-22 10:38

Post by 5dollar »

Some maps could do with 'an either or' option for capture.
i.e both these flags must be captured (in any order) before moving on to these....
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

To support both conquest AND aas it actually makes for a significant overhead on the dev team. Additionally BF2 compltely defaults to conquest mode which .. is really the wrong impression of Project Reality.

We'll evaluate improvements to AAS as we go forward. A focus for us is also other game modes. The 2 new ones we have now (sobj adn xtract) really need some improvements. We have uh... more game modes in development as well and want to focus on those, in addition to improving what we already have.

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Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

Personally, I don't think conquest mode is that realistic; you're not going to have a direct supply of reinforcements when you've got groups of enemies all around you.

I think an interesting addition to AAS would be the ability to neutralize any flag, even if it's not in the correct order. Meanwhile, your enemy would no longer be able spawn at any of their flags beyond the neutralized one because, in a sense, their reinforcements would be cut off.
how many times has the US Military in Iraq occupied and secured an area only to leave and have Insurgents re-occupy it afterwards?
Those were much larger areas (like whole villages)
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Top_Cat_AxJnAt
Posts: 3215
Joined: 2006-02-02 17:13

Post by Top_Cat_AxJnAt »

"We'll evaluate improvements to AAS as we go forward. A focus for us is also other game modes. The 2 new ones we have now (sobj adn xtract) really need some improvements. We have uh... more game modes in development as well and want to focus on those, in addition to improving what we already have."

thansk, we dont often here much about how developemtns goes. Do you have to agree to some kind of secrecy thing when you join?
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