Optional objectives?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Optional objectives?

Post by Nimise »

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

would be nice, and would sure add something to the game
1 month old topic..not to long I guess

Back on topic: Optional flags are a very very bad idea. Why would anyone want to spread Korengal Vally syndrome to other maps? You would have the whole team going after the optional flags instead of the real objectives(e.g. 1337 uberdefending outpost from insurgents instead of getting caches)
Ca6e
Posts: 231
Joined: 2008-12-08 12:40

Re: Optional objectives?

Post by Ca6e »

I have too one sugestion about secondary not important objective, and it goes like this:
On insurgency mode u can have some secondary objective like outpost on korengal only with out HMG or LMG turrets, but if American or Insur(talib)capture it, they have Artillery on disposal after 30 min of capturing, every next round if it still under the command of same faction is standard 10-15 min.
This will help couse u cant have artillery every 5 min or less, it will only be good in when u really need artilery support when a cache location is in dense area or is very hardly to reach or even better when two caches are close together and Ins are in radius of 300 m.
So if u really need a artillery suport u must have artillery outpost like in RL, and also it will help for more tactical game play, to pick up right time to establish artillery outpost, and will also help for better comunications between commander and his squads.
Solute
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Optional objectives?

Post by Nimise »

Ca6e wrote:I have too one sugestion about secondary not important objective, and it goes like this:
On insurgency mode u can have some secondary objective like outpost on korengal only with out HMG or LMG turrets, but if American or Insur(talib)capture it, they have Artillery on disposal after 30 min of capturing, every next round if it still under the command of same faction is standard 10-15 min.
This will help couse u cant have artillery every 5 min or less, it will only be good in when u really need artilery support when a cache location is in dense area or is very hardly to reach or even better when two caches are close together and Ins are in radius of 300 m.
So if u really need a artillery suport u must have artillery outpost like in RL, and also it will help for more tactical game play, to pick up right time to establish artillery outpost, and will also help for better comunications between commander and his squads.
Solute
In game 90% of the US team just camps outpost also arty every 5 min would be horrid, the US team would never have to search for caches every 5 min they would just arty spam it.
the_ganman
Posts: 151
Joined: 2009-07-27 21:00

Re: Optional objectives?

Post by the_ganman »

How bout make it so theres flags required to be captured before an optional can be captured ? that way the fights not only on the optional so the attacking force would either push for the next required or slow the attack for the optional
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Optional objectives?

Post by CodeRedFox »

This is what was done on Korengal, the big problem was it became the only objective anyone would fight for.

The idea still stands and I like it, but for insurgency it doesn't work.
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