Optional objectives?
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NyteMyre
- Posts: 2394
- Joined: 2008-08-31 10:10
Optional objectives?
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.
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.
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CodeRedFox
- Retired PR Developer
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- Joined: 2005-11-08 00:47
Re: Optional objectives?
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.

"apcs, like dogs can't look up" - Dr2B Rudd
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Herbiie
- Posts: 2022
- Joined: 2009-08-24 11:21
Re: Optional objectives?
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.
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.
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Garmax
- Posts: 288
- Joined: 2008-06-13 00:52
Re: Optional objectives?
would be cool on some maps.. other maps i prefer the original way
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Rudd
- Retired PR Developer
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Re: Optional objectives?
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.
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
- Posts: 1282
- Joined: 2005-12-04 17:35
Re: Optional objectives?
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
)
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
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
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
[img][/img]Newly ordered sig !
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Deer
- Posts: 1603
- Joined: 2005-03-17 09:31
Re: Optional objectives?
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.
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Rudd
- Retired PR Developer
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- Joined: 2007-08-15 14:32
Re: Optional objectives?
^ 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.
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
- Posts: 2977
- Joined: 2008-03-16 09:46
Re: Optional objectives?
More like Boats, the US get 4 boats or 2/1 APCs spawn[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.




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DankE_SPB
- Retired PR Developer
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Re: Optional objectives?
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 flagDr2B 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.
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
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Jigsaw
- Posts: 4498
- Joined: 2008-09-15 02:31
Re: Optional objectives?
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.
This I would like to see, would definitely increase the variety of gameplay.
http://www.youtube.com/watch?v=8CKjNcSUNt8
"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... "
"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... "
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Tim270
- PR:BF2 Developer
- Posts: 5166
- Joined: 2009-02-28 20:05
Re: Optional objectives?
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?
If you make it too important, entire squads will be dedicated to cap it, and if it's not important, nobody will bother..[R-DEV]CodeRedFox wrote:We need to balance the need to cap it, or the importance.
Is that what you mean?
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: Optional objectives?
Boats would be much more effective to get boots on ground to capture, but this idea is actually really cool.[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.
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.
The only winning move is not to play. Insurgency, that is.
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Optional objectives?
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.
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.
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Rudd
- Retired PR Developer
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Re: Optional objectives?
he means like the old Basrah VCP.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?
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
- Posts: 1073
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Re: Optional objectives?
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 winDr2B Rudd wrote: Although it was (OMGWTFBBQ) Completely awesome, it always resulted in British defeat.
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.
The only winning move is not to play. Insurgency, that is.
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Optional objectives?
niceHerbiie 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.
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.
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Optional objectives?
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.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.
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arjan
- Posts: 1865
- Joined: 2007-04-21 12:32
Re: Optional objectives?
secondary objectives like;
-AA guns
-AT guns
-Depots
-Radio Towers
-Bridges
- and more
would be nice, and would sure add something to the game
-AA guns
-AT guns
-Depots
-Radio Towers
-Bridges
- and more
would be nice, and would sure add something to the game



