Link assets to achieved objectives

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bad_nade
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Link assets to achieved objectives

Post by bad_nade »

This is mainly for insurgency, but I think it could work on other modes too.

Normally, destroyed coalition assets, like vehicles and aircrafts, respawn after fixed time delay. What I'm suggesting here is they should be linked to team's main objectives - destroyed weapon caches. Basically it would work like this: team starts with no heavy or otherwise advanced assets, but as soon as they start to show progress in form of destroyed caches, they would be given better tools for that job. And if they lose those assets due to enemy actions, they would have to earn them back - again by destroying more caches.

From simulation point of view this would simulate high commander reporting to politicans sitting on the budget: "This is what we have done so far, but to get better results we need better tools. So please give us some APCs." And because team have really made results, they are given more armed jeeps, APC's, tanks, choppers etc. But if they haven't made any progress, well, then it's too bad. Work harder men!

Insurgents would get their heavy assets, like big boom kits and bomb cars, after eliminating some yet-to-be-defined amount of enemy forces and assets. This quarry would then be converted to tools of mass jihad at secret weapons factories, also known as caches.

So, to put it short, if you don't focus on your mission, you don't get any assets either.


Edit:
Please see my arty/jdam suggestion here:
https://www.realitymod.com/forum/f18-pr ... versa.html
Last edited by bad_nade on 2009-12-24 02:57, edited 2 times in total.
Reason: footnote
Snazz
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Re: Link assets to achieved objectives

Post by Snazz »

Korengal used to only spawn the Littlebird when the US team captured the outpost.
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bad_nade
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Re: Link assets to achieved objectives

Post by bad_nade »

Snazz wrote:Korengal used to only spawn the Littlebird when the US team captured the outpost.
I know. Even today jeeps, stryker, littlebird on 32 player version of Korengal and insurgent's extra spawn points are linked to outpost, but capping flags is not the point here.

Flags distract people from their real objectives: destroying and defending caches. If assets were linked directly to them instead of flags, everyone would automatically, I hope, focus on game mode objective instead of fooling around at outpost/vcp/castle/whatever.
master of the templars
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Re: Link assets to achieved objectives

Post by master of the templars »

clueless_noob wrote: Flags distract people from their real objectives: destroying and defending caches. If assets were linked directly to them instead of flags, everyone would automatically, I hope, focus on game mode objective instead of fooling around at outpost/vcp/castle/whatever.
That is the idea, it gives you a tactical decision.
Do we go for the flag and get the extra assets, wasting some time and tickets but gaining extra support to go for the next caches or do we just slog it out at the cache the whole time with less support.
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Nimise
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Re: Link assets to achieved objectives

Post by Nimise »

I suggested something similar a little bit ago.
https://www.realitymod.com/forum/f18-pr ... ction.html

Having to work for the assets to re-spawn might help with the pilots/crewmen afk in main.
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bad_nade
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Re: Link assets to achieved objectives

Post by bad_nade »

Nimise wrote:I suggested something similar a little bit ago.
https://www.realitymod.com/forum/f18-pr ... ction.html

Having to work for the assets to re-spawn might help with the pilots/crewmen afk in main.
Thanks for the info. Missed that suggestion.

I like the way you put it: "The problem with secondary objectives is that many times there is a couple squads bleeding tickets(and manpower) for such a minor thing like a striker. With the system I am suggesting they get vehicles by completing the primary objective."

I agree 100% with you on that.
IAJTHOMAS
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Re: Link assets to achieved objectives

Post by IAJTHOMAS »

I don't think you should get extra assets tied to the primary objectives of a mission, as this just means that the team that are currently winning have an even greater advantage than before when they were already superior to OpFor.

As someone has said, it should be a choice between having more men/tickets going for primary objectives or risking some of them in the hope that the better assets you gain will help you in the long run.
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bad_nade
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Re: Link assets to achieved objectives

Post by bad_nade »

IAJTHOMAS wrote:I don't think you should get extra assets tied to the primary objectives of a mission, as this just means that the team that are currently winning have an even greater advantage than before when they were already superior to OpFor..
Destroying one or two or nine caches won't make anyone more superior to insurgents in the current system. Nor doest it make them more superior in my suggested system. Assets gained can and will be destroyed by assets gained by insurgents - such is life - but at least people have good reasons to go for the caches instead of fooling around in main base waiting for their APC to spawn.

Due to the fact that insurgengy is all-or-nothing type of game mode for coalition, it doesn't matter how excellent or "superior" they have been in the beginning or in the middle of the round. If they don't get the last cache, they will lose. End of story. So, this suggestion is to help people in the coalition uniform to focus into the main objective of the game: caches and nothing but the caches.

Tactical choise might sound cool, but sadly it's just an utopia that will never come to true.

And finally, a funnu fact for the utopia people: Al Basrah, after being converted from AAS to insurgency, used to have captureable flag at the vehicle check point (yes, VCP was the very name of the flag...) but it was removed do you know why?...
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...
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Because all fight was focused around VCP flag and no-one was going after or were defending caches.
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