Now, I was thinking about EJOD when coming up with this. Not sure if it can be applied well to other maps, or whether it would even work well in this case. Regardless:
The idea is that certain flags might be only needed/available for one team to capture (to advance) and is not available for the other team to capture. Example:
EJOD Flag layout:
MEC Operations Base (Uncap)
North Desert flag (MEC only)
City flag
Gas Station flag
US Operations Base flag (cappable)
This would result in the MEC's objective being to run the US out entirely, whereas the US's objective is to take and hold the city, rather than pushing on to the north.
This would create different strategies on some maps, where while both teams are still 'delayed' by the flag's presence, but one team's objective is different from another team's.
I am unable to think of another example at this time; if you come up with any, or come up with a better idea that kind of incorporates this idea, feel free to mention it.
Team-only Flags
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Team-only Flags
This sounds very much like the Counter Attack mode that used to be in. The enemy would take flags from the defenders, who wouldn't be able to cap the captured flags until a timer had runout, at which point they received new assets to aid in this endevour, meaningthe attackers had to win within the timer or they run the risk of being fought on equal terms.
would be interesting.
would be interesting.
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Team-only Flags
Somewhat, but in the same breath, no.Dr2B Rudd wrote:This sounds very much like the Counter Attack mode that used to be in. The enemy would take flags from the defenders, who wouldn't be able to cap the captured flags until a timer had runout, at which point they received new assets to aid in this endevour, meaningthe attackers had to win within the timer or they run the risk of being fought on equal terms.
would be interesting.
Any flag in particular could be chosen; it could be a single flag, multiple flags, or no flags. It may remain team-only for the entire game.
The flags may not (although sure, they can) carry any benefit whatsoever to the team that has to cap them, and may actually work against them by slowing them down since they still have to cap it before they can move on.
Instead the point is to kind of change the objectives for teams, rather than making it 'fight over all the flags' it can be more precisely 'fight over these flags, and then defend here once all these flags are captured' while the other team is focused on entirely pushing the team back from the area.
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snooggums
- Posts: 1093
- Joined: 2008-01-26 06:33
Re: Team-only Flags
BF1942 had this flag layout but I don't remember what it was called, and counter attack from PR did not have the flag order requirements that made it extremely difficult for the defenders to hold all the flags.
I do like the Idea of one side having an uncap and the other not, but there would still need to be a flag cap order of some kind to keep it from turning into whack a mole. The EJOD example would work as long as the flag cap order we currently have stayed although a more asymmetrical map would work better such as Kolzsek. I think the uncap for Chechyn on Kolszek is just to mark the base, but it already has the defend vs attack in that Chechyn can't make Russia bleed but Russia can by taking all the flags that Chechyn started with.
I also like one of the previous versions of...**** slipped my mind, the one with the dam and east and west beaches...where the first flags were only white until the US capped and then they stayed that way and the MEC could never uncap them.
I do like the Idea of one side having an uncap and the other not, but there would still need to be a flag cap order of some kind to keep it from turning into whack a mole. The EJOD example would work as long as the flag cap order we currently have stayed although a more asymmetrical map would work better such as Kolzsek. I think the uncap for Chechyn on Kolszek is just to mark the base, but it already has the defend vs attack in that Chechyn can't make Russia bleed but Russia can by taking all the flags that Chechyn started with.
I also like one of the previous versions of...**** slipped my mind, the one with the dam and east and west beaches...where the first flags were only white until the US capped and then they stayed that way and the MEC could never uncap them.
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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Team-only Flags
Bleed can differ between the flags and teams.HellDuke wrote:That would be interesting... But then again in that case the MEC need to cap 4 flags to start ticket bleed. The US need only 2 (since they have the first one). On the other hand if the mec tickets don't bleed out and the US force is strong enough to hold the falgs... Well that might be a long battle. Unless of course MEC had fewer tickets...
For instance, the US holding the city flag might slowly bleed tickets from the MEC side. The MEC side holding the gas station might bleed tickets twice as fast for the US, and capturing the US main causes a huge ticket bleed that would basically end the game right off.
It's not much to constitute an entire gamemode, but could add a bit of a mixup to existing and new maps.
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: Team-only Flags
i think that this should be another game mode...
and can be reversed to against the other team
and can be reversed to against the other team

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Celestial1
- Posts: 1124
- Joined: 2007-08-07 19:14
Re: Team-only Flags
Well it would be a map based change, meaning that the mapper would assign and test the levels, of course, just like any map that has bleed on a certain flag.HellDuke wrote:That's what I meanYou would need to level it out, just play arround with the settings to make it balanced...
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McBumLuv
- Posts: 3563
- Joined: 2008-08-31 02:48
Re: Team-only Flags
This sounds very interesting...
It could also make for objective based maps where there are very small control points (such as in a radio tower) and require one team to take control/destroy that objective before gaining extra assets/the ability to continue on mainland.
Interesting concept though...
It could also make for objective based maps where there are very small control points (such as in a radio tower) and require one team to take control/destroy that objective before gaining extra assets/the ability to continue on mainland.
Interesting concept though...




