Optional objectives?

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NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Optional objectives?

Post by NyteMyre »

In Korengal Valley, the outpost flag is an optional objective for the insurgents.
Capping this point will stop the respawn of the Stryker (and extra humvee iirc).

Wouldn't it be interesting to add these flags in AAS maps as well?
An optional flag can be captured anytime and allows (or denies) extra assets spawning on the map.


I know, it sounds kinda like vanilla where capping a flag would instantly spawn tanks on that point. But that's not what i'm aiming for. It's more like giving a team an extra option: "Do we reinforce the flag with what we got, or do we go for the optional to get stronger reinforcements" ..... or something like that.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Optional objectives?

Post by CodeRedFox »

While it work a bit for Korengal the main issues was that became the main focus of more games. I still think we should do it, but we need to balance the need to cap it, or the importance.
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Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Optional objectives?

Post by Herbiie »

Hmm... Would be interesting.

So for E.g. on Qwai, the two bridges are both Optional Objectives, if both are controlled by one team, the opposing team's APCs stop respawning. This could actually help out alot of "Stalemate" Maps.
Garmax
Posts: 288
Joined: 2008-06-13 00:52

Re: Optional objectives?

Post by Garmax »

would be cool on some maps.. other maps i prefer the original way
Rudd
Retired PR Developer
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Re: Optional objectives?

Post by Rudd »

on some maps it would be great

e.g. Barracuda 64, capture the docks as American and you gain the Vehicle depot + logistic truck + maybe something else. Capture it as Chi and gain boats or something.
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General Dragosh
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Joined: 2005-12-04 17:35

Re: Optional objectives?

Post by General Dragosh »

Hmm. . .

Main flags contribute to ticket leaks - - -> thats good

Secondary flags or in this situation a "secondary objective" contributes with No ticket leaks but instead u get some extra equipment, not just jeeps or other armored vehicles but if its possible why not "allow" right at the moment when u capture a secondary flag allow anyone the option to request a specific kit. (Since its me writing this, very few people really understand what i talk about so lemme give u this like a battleplan :P )

BLUFOR vs OPFOR

There are 5 flags on the map and 3 secondary flags (As i mentioned the main flags contribute to tickets while the secondary flags dont)

BLUFOR captures 4 main flags,
OPFOR has problems fighting back,
OPFOR goes for a secondary objective and caps it, due to a captured bunker that they now have captured they can request a rare vehicle that will help them turn the tide of the battle

But it must not be a vehicle really, they could get rare kits that spawn at main or are requestable

This way the allready random battle would get even more fun =D
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Deer
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Joined: 2005-03-17 09:31

Re: Optional objectives?

Post by Deer »

This could also be used other way around, like if MEC has captured all flags in Muttrah, USA would get extra choppers instantly. Like when situation is worsening and worsening for your team, you would get some extra transportation possibilities to keep the game going on instead of making ppl give up and just wait for tickets to reach 0.
Last edited by Deer on 2009-09-25 15:00, edited 3 times in total.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Optional objectives?

Post by Rudd »

^ I think that would be good. But at the same time you would have to be careful to avoid the situation where USMC has looooads of choppers as it destroys their on-the-ground capabilities.



I wonder, can you link the number of firebases to flags? Maybe side objectives could be what you require to possess in order to build a firebase, the logic being the supply route or something. Just spitballing.
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MaxBooZe
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Joined: 2008-03-16 09:46

Re: Optional objectives?

Post by MaxBooZe »

[R-DEV]Deer wrote:This could also be used the other way, if MEC has captured all flags in Muttrah, USMC would get extra choppers instantly. Like when situation is worsening and worsening for your team, youll get some extra transportation possibilities to keep the game going on instead of making ppl giving up and wait for tickets to reach 0.
More like Boats, the US get 4 boats or 2/1 APCs spawn
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DankE_SPB
Retired PR Developer
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Re: Optional objectives?

Post by DankE_SPB »

Dr2B Rudd wrote: I wonder, can you link the number of firebases to flags? Maybe side objectives could be what you require to possess in order to build a firebase, the logic being the supply route or something. Just spitballing.
i would go from other direction, white the flag and it cant be capped until you place FB in X radius from flag, this will represent that area was secured and defence established before you push to the next flag
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Jigsaw
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Re: Optional objectives?

Post by Jigsaw »

Think there was a suggestion recently on insurgency game mode to have other objectives besides the established cache location and destruction. Things like destroying insurgent vehicles or assasinating the insurgent commander who would have to be hiding out somewhere.

This I would like to see, would definitely increase the variety of gameplay.
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"I love the smell of napalm in the morning. You know, one time we had a hill bombed, for 12 hours. When it was all over, I walked up. We didn't find one of 'em, not one stinkin' dink body. The smell, you know that gasoline smell, the whole hill. Smelled like... victory. Someday this war's gonna end... "
Tim270
PR:BF2 Developer
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Re: Optional objectives?

Post by Tim270 »

Very interesting Idea, Although as others stated it would have to go individual maps not a unified flag layout system.
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NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Re: Optional objectives?

Post by NyteMyre »

[R-DEV]CodeRedFox wrote:We need to balance the need to cap it, or the importance.
If you make it too important, entire squads will be dedicated to cap it, and if it's not important, nobody will bother..

Is that what you mean?
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Optional objectives?

Post by mat552 »

[R-DEV]Deer wrote:This could also be used the other way, if MEC has captured all flags in Muttrah, USMC would get extra choppers instantly. Like when situation is worsening and worsening for your team, youll get some extra transportation possibilities to keep the game going on instead of making ppl giving up and wait for tickets to reach 0.
Boats would be much more effective to get boots on ground to capture, but this idea is actually really cool.

EDIT:
Is it possible to tie a flag to a reload of an area attack?

IE Muttrah is going really bad, as soon as the MEC finish capping docks, more support is deemed required, thus halving the recharge time of the Arty/Mortars that the US get?
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Optional objectives?

Post by Celestial1 »

IMO the biggest thing of this being implemented in a healthy way is for it to be shown in game as an 'optional' objective, instead of a required flag.

Perhaps a Green marker, or something, would be on optional objectives, and perhaps even make the icon for that flag somewhat transparent, to make it obvious what the required objectives are?



I think there should definitely be some guidelines in place, though, of what can be considered a good 'optional objective'. We don't want to have a squad going to the edge of the map to cap the objective unopposed and just get a free bonus, or an objective that creates an extreme bleed on a team when lost.
Last edited by Celestial1 on 2009-08-30 21:45, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
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Re: Optional objectives?

Post by Rudd »

NyteMyre wrote:If you make it too important, entire squads will be dedicated to cap it, and if it's not important, nobody will bother..

Is that what you mean?
he means like the old Basrah VCP.

if teh INS captured it they gave Brits bleed. Sometimes it ended up being 64 people fighting over VCP.

Although it was (OMGWTFBBQ) Completely awesome, it always resulted in British defeat.
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mat552
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Joined: 2007-05-18 23:05

Re: Optional objectives?

Post by mat552 »

Dr2B Rudd wrote: Although it was (OMGWTFBBQ) Completely awesome, it always resulted in British defeat.
To be fair that was back when the Insurgency concept was in it's infancy and the Insurgent faction could actually go toe to toe with Bluefor and win
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Optional objectives?

Post by goguapsy »

Herbiie wrote:Hmm... Would be interesting.

So for E.g. on Qwai, the two bridges are both Optional Objectives, if both are controlled by one team, the opposing team's APCs stop respawning. This could actually help out alot of "Stalemate" Maps.
nice


on Barracuda 2 optional ones (one at airfield and one opposit) could result in spawn of a APC at PLA base or Stryker at the carrier.


but plz DONT DO THAT ON KASHAN!!! the maps are already big enough for infantrymen (as most ppl focus on armors, even in the 32 map). but maybe a tank at the first capped objective could be cool.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Celestial1
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Joined: 2007-08-07 19:14

Re: Optional objectives?

Post by Celestial1 »

goguapsy wrote:but plz DONT DO THAT ON KASHAN!!! the maps are already big enough for infantrymen (as most ppl focus on armors, even in the 32 map). but maybe a tank at the first capped objective could be cool.
I only agree under the circumstances that Kashan remains as it is besides those optional objectives. If the Bunker complex was one flag, there would be less of a stalemate mid-map and would allow for more flexible optional objectives.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Optional objectives?

Post by arjan »

secondary objectives like;
-AA guns
-AT guns
-Depots
-Radio Towers
-Bridges
- and more

would be nice, and would sure add something to the game
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