AAS v4?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Ace42
Posts: 600
Joined: 2007-07-26 23:12

Re: AAS v4?

Post by Ace42 »

[R-TEC]Robbi187 wrote: but as I say, go hijack your own thread elsewhere please. :)
Whoops, my bad, sorry.
as a split game mode maybe...
I think it would have to work like this; without a more dynamic vehicle spawning system (kinda why I brought it up) it would end up being really "dirty." People stranded and frustrated in the middle-of-nowhere; would also turn into a game of kiss-chase with people more interested in getting into the radius and shutting down spawns (like the rush to get a flag to neutral in vBF2) than actually taking / keeping an objective.

I'm not really sure how it would work stand-alone; if the spawns just shift when over-run, where is the incentive to guard them? I can't see how you could work a bleed in, which is fine (another reason why I brought up my ideas on AAS) if you use another way of "keeping score" / incentivising objective-based gameplay. IE penalising a team 20 tickets or something for each flag lost (kinda like the current cache system where it penalises INS 10 tickets per cache until they lose, but with the team losing tickets as normal too); or via the economy based model I suggested.

I may just be misreading your suggestion though; I can't tell whether you are suggesting dynamic flags like in AAS v3 but making them spawnable unless captured, or if you are suggesting they are spawnable like caches and new ones pop up to replace the captured ones.

<addendum> Thinking about it though, it could add some much needed direction to the whipping-boy game-mode which is CnC in it's current incarnation.
Last edited by Ace42 on 2009-05-17 20:26, edited 1 time in total.
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Robbi
Posts: 3564
Joined: 2008-07-05 14:53

Re: AAS v4?

Post by Robbi »

New ones pop up to replace old ones, and the overun feature of rallies etc where used as an example, the rules of the coding would not be the same as they are for that, just using the method really.

Team work is the key with decent Logistic squads etc which is what the game is lacking atm, and the reason why we end up with 90% off trucks left out in the front with no FBs and all troops stranded at main...., and people get stranded all the time, that is why good positional FBs and Rallies are key...
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dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: AAS v4?

Post by dbzao »

You could just have one AASv3 group with X flags and have the gamemode select only 2 of them (per your Muttrah suggestion). It wouldn't generate new flags as they are captured though (I guess this is part of this gamemode?).

But I don't think generating new flags is a good idea or even possible as the bf2 engine is very picky with touching the control points. Spawning new objects (like the caches) is fine but spawning new control point objects is probably not possible. Only way to make this work would be to not have the flags but just the markers and use the proximity code.

My issue with generating new flags/objectives is that it doesn't allow any planning. You don't know where the next one will be so you can't setup FOs in a good way. In insurgency you have the same problem, but I guess it's not as bad because coalition is intended to have these convoys/patrols/insertions to enemy area and go back.

The solution for that would be making the FOs the flags and that's what CnC is trying to do but needs tweaking.
Last edited by dbzao on 2009-05-25 17:49, edited 4 times in total.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
Robbi
Posts: 3564
Joined: 2008-07-05 14:53

Re: AAS v4?

Post by Robbi »

Well that's just my point with unplanned AAS, brings another eliment to the AAS game without it being Insurgency mode and caches....

Link the proximity code and cache like flag spawns as another mode ingame?

Main question is, is it possible?
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alexaus
Posts: 150
Joined: 2009-05-09 06:51

Re: AAS v4?

Post by alexaus »

Perhaps a team who has to defend sees a DEfend marker for like 2 miinutes so they can set up a defence
then 2mins later the Attackers are alerted of the targets

Really like the idea
ozliam41
Posts: 52
Joined: 2009-05-15 09:21

Re: AAS v4?

Post by ozliam41 »

i like the idea it would be alot more fun
Tarantula
Posts: 243
Joined: 2008-03-24 00:36

Re: AAS v4?

Post by Tarantula »

maybe once you've moved off of 2 points those two point behind you become uncappable meaning that the defenders have two targets and the attackers have two to defend and two to attack rather than like, 4. I like the idea, i really think we should at least try it out on quinling or kashan or something.
MCI
Posts: 431
Joined: 2007-08-28 21:47

Re: AAS v4?

Post by MCI »

I like the idea, it will give both teams a rush to secure the point ASAP
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