Big or small capradius

General discussion of the Project Reality: BF2 modification.
Masterbake
Posts: 363
Joined: 2009-03-13 16:34

Re: Big or small capradius

Post by Masterbake »

NyteMyre wrote:Big radius makes the game a bit more like a deathmatch. You just put a lot of grunts in cap range and the team who can keep more guys alive in the area wins. A small cap radius feels more like overtaking a position. Clearing the area of enemies and such.
Exactly my point too but much better said. Just because BF2 = small cap radii, doesn't make big capzones automatically the best option. I think the continued popularity of Muttrah is a testament to that, and I reckon Sunset and Ejod especially were much more popular when they had smaller cap areas.


CB! PR divison is recruiting - http://www.commandobastards.com
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Big or small capradius

Post by Bringerof_D »

i say, for open areas such as the hill objectives on fools road should be large. Cap points for structures should be small, such as gov't office on qwai or the bunkers in kashan.

for open areas you need to control the area, where as for buildings you need to capture them. just because you have a squad next to the building doesnt mean you have control of it even if theres only 1 enemy. that should be simulated by having a small cap radius just within the outer walls of such objectives.
Potilas
Posts: 104
Joined: 2009-04-28 22:04

Re: Big or small capradius

Post by Potilas »

My opinnion based on counless hour of playing PR small cap radius is better. When you are not in cap range, well most players try to get there obviously. Result: no camp. Make it reverve when you are in flag capture area. I like to have good old firefights where soldiers make they way whith blood. Basicly knowing that enemy can be anywhere and if you are not on "high alert mode" all time it will cause a lot unexpected deaths, which is not cool. I find defending a flag far more funner when cap radius is small. Does not happend that enemy sneaks in and make it white when defenders are forced to charege against attackers before they completely take flag. It is complete turn around. Defenders become attacker what takes all benefits away from defending positions however former attacker takes defencive positions what allows them camp to death former defenders.
Last edited by Potilas on 2009-09-14 23:59, edited 2 times in total.
Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: Big or small capradius

Post by Mad-Mike »

if it was small cap radius ur are going to know where the enemy is and go straight for them and it will be too easy all the time.
its better a big cap radius becuase you dont know where the enemy will be and that will make ur gameplay alot better and you will be alot more aware when moving place to place.
sporkife
Posts: 22
Joined: 2009-05-16 19:17

Re: Big or small capradius

Post by sporkife »

I like a nice mix. Something like, say, Muttrah with maybe 10-15 small (100m or less) cap zones would be incredibly epic. And for people who don't like that, have other layers with similar to current. For Quin, huge cap radii so you can be in the radius and on the other side of the hill, except for the bleed CPs, where you have to be near or in the base structure. Variety is fun.

Also, graded cap speed as a function of distance from the center of the cap radius. Makes you have to either pile your whole team on the edge or kill the enemy squad holed up in the buildings in the middle.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Big or small capradius

Post by Celestial1 »

Flag radii, in my opinion, correlate to the objective.

For instance, the Korengal outpost flag wouldn't work nearly as well if the radius of the capture point extended past the walls of the compound.

On Mestia, the capture area was so greatly extended that it removed significant importance of trying to attack the actual objective (the buildings), and more on just standing out in the forest with more people on the flag than they have.

Instead, if the flags were reduced to the buildings, but perhaps more flags were added for other areas that might be bigger (say, the two building flags could only be capped if you are inside the building; there are, however, two large 'hill' flags or some type that act as a 'fighting zone' to attract players to different areas of the map instead of just the two buildings).


I think that the flags should correlate with the objective, so that a building flag is only inside the building, requiring teams to assault and clear the building to capture; or an area flag can act as an attraction for players to fight in those larger areas. Doing this on Mestia means that there would be an importance to clear the buildings, as well as try to keep the forests clear of enemy contact, which would add flexibility to defending teams (stay out on the 'area' flag, and stop the enemy from ever reaching the front door, or bunker down inside the building and wait for them to come in?)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Big or small capradius

Post by Rudd »

For instance, the Korengal outpost flag wouldn't work nearly as well if the radius of the capture point extended past the walls of the compound.
that is a different thing though, INS mode isn't about area control its about asset destruction and cache destruction. Which is why small cap radii work on INS maps, as they aren't the focus of the game rather a feature.

Mestia's small radii forced players in to certain actions instead of letting the strategy flow.

and I found my thread regarding other characteristics of flags if you are interested.

https://www.realitymod.com/forum/f10-pr ... -them.html
Image
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Big or small capradius

Post by K4on »

Hey,

what about a small/big caprange mix `?:

For Example Mestia:

There are the both Towers with a caprange of 75 meters.
If the Towers are capped then the next flagpoint will be the Storage Bunker with a range of about 200 Meters. Or something...

would be a good alternative for all
chambersAUS
Posts: 10
Joined: 2009-09-04 08:13

Re: Big or small capradius

Post by chambersAUS »

A small radius is probably better because it would be more of a challenge to hold control over a certain point making for a better round/match.
c0ca
Posts: 130
Joined: 2007-12-05 14:05

Re: Big or small capradius

Post by c0ca »

a bit bigger (max 100m) caps AAS v2 PLS,

you already have destroyed gameplay on:

mestia
ejod
kufrah
ghost
tad
sunset
kyongan
asad
7gates

you could rename the gamemode to team deathmatch, its absolute the same with a big single flag or 2 and no real mainbase like the bf2v conquest mode with all flags capable

pls get away from that dump idea, with that free I can go where I want layout...

EDIT:
a compromise would be to use the 32 layer for this alternative
Last edited by c0ca on 2009-10-01 06:32, edited 2 times in total.
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: Big or small capradius

Post by Sniperdog »

This is one of the ideas we are currently testing in quite a few of the map audits currently in Combined Arms. For objectives that are a specific structure we have a smaller cap radius that encompasses the building. To capture that objective you must literally secure the building. On the other hand there are other objectives where the represented strategic objective is much larger in nature and therefor the capture radius is also much larger. It all depends on the flag. If anybody is interested in testing this idea then download combined arms (Download Combined Arms .9973 Installer.msi) and come to the next test we have. Specifically the maps Muttrah City V2 and Seven Gates have very modified setups to test the concept. Here are the load pictures:

Image


Image
Image

Image

Will Stahl aka "Merlin" in the Squad community
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Big or small capradius

Post by Gore »

Sniper_dog14 wrote: Image


Image

This could work very well. I'm not a fan of the current huge cap radiusses.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Big or small capradius

Post by McBumLuv »

I actually quite like that idea. Though I believe many of those small flags would act more as objective points (AKA, find x information in such building), and as such should be captured either almost immediately or at least much faster, but they shouldn't really be something one can re-capture.

I wonder if it's possible to make them similar to secondary objectives. I'm sure they could be used very creatively in some maps, such as making the rest of the area securing large radii flags only available to cap after having found single objectives.
Image

Image

Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Big or small capradius

Post by Rudd »

There are very very very few locations where small radii are appropriate imo.

e.g. 7 gates, the CHi outpost and muttrah in the castle I guess. But I really don't want to see lots of building sized cap radii unless that building is special in some way.

It might be better to have a huge cap radius but small radii inside if thats how you prefer it. That way you can control the area, yet have bastion's of enemy strength. But I think that limits strategy, but it would be acceptable if CnC could be fixed, since that way uou have directed strategy Vs free form strategy.
Image
Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Big or small capradius

Post by Jigsaw »

I like em big, like my women ;)


Gives you the strategic freedom to move around the map and make the terrain work for you rather than the other way round, whilst still fulfilling the objectives of the game mode and focusing the fighting slightly to a particular area.
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... "
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Big or small capradius

Post by Rhino »

Sniper_dog14 wrote:This is one of the ideas we are currently testing in quite a few of the map audits currently in Combined Arms. For objectives that are a specific structure we have a smaller cap radius that encompasses the building. To capture that objective you must literally secure the building. On the other hand there are other objectives where the represented strategic objective is much larger in nature and therefor the capture radius is also much larger. It all depends on the flag. If anybody is interested in testing this idea then download combined arms (Download Combined Arms .9973 Installer.msi) and come to the next test we have. Specifically the maps Muttrah City V2 and Seven Gates have very modified setups to test the concept. Here are the load pictures:

Image

Image
Image
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Big or small capradius

Post by Alex6714 »

Well there imo the docks should be white and beachhead should go.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: Big or small capradius

Post by Sniperdog »

[R-DEV]Rhino wrote:What do you give for our chances for recapping the beach that we only managed to cap (and destroy the AA + S-AT) Because it was deserted??
Who cares... Lets JDAM it and cap something else :D

But in all seriousness if the enemy puts that much focus on that flag then it would be wiser to land your forces at a different spot. IMO the MBTs and BDRM would be put to better use at docks or somewhere a little bit less heavily defended.
Image

Image

Will Stahl aka "Merlin" in the Squad community
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Big or small capradius

Post by K4on »

Sniper_dog14 wrote: Image
the most flagpoints are fine, but i think the pier and the beach head aren t really needed ?
it would better if there is one more flag in the north part of the city
Post Reply

Return to “PR:BF2 General Discussion”