Secured flags.

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arjan
Posts: 1865
Joined: 2007-04-21 12:32

Secured flags.

Post by arjan »

So the other day i was playing company of heroes.
And when you control a territory sector you could fortify it with a ''observation post''.

So i was looking at an old suggestion of mine;
https://www.realitymod.com/forum/f18-pr-suggestions/57767-firebase-extra-asset-takedown-idea.html
And was thinking, how about we have this system for the flags, but abit different?


Lets take qwai river government office flag as example;
You cap the flag, and theirs a small house you can fortify it by useing your shovels on the door and get it sealed off from the enemy. inside their theirs a small radio or something that makes sense to breach the building.
If the enemie breaches the door the flag isnt locked anymore and the enemie can start capping the flag
(altough still if theirs defenders like now, you first need to take them out)


Some of my awesome paint drawings;
unsecured flag (enemies can just cap it);
Image

secured flag (shovelled, enemies need to breach to unlock flag)
Image

So if the you or the enemie had enough time in their flag radius, they could get their shovels out and start closing off the barricade door for a better defense bonus.
Im not saying cramp em all up inside that door, but just to seal the flag off from the enemie.

To take out the door i was thinking about giving the specialist aswell as the engineer a role with this too,
1 C4 charge can clear the door without a problem or a specialist has to use his shotgun to almost a full slug load or multiple incindiery's (the hell you spell it? :razz :)
Offcourse high explosive stuff (HATS, LATS, M203's, APC's and MBT's) could take care of an blockade door too.

Thoughts? :)
Teuvo
Posts: 41
Joined: 2009-04-15 19:03

Re: Secured flags.

Post by Teuvo »

I think it's genious idea. It makes sense that you fortify some building in the area you just acquired or captured. Even better if you could fortify the buildings windows with sandbags etc. (Like field HQs in COH are done)
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Secured flags.

Post by arjan »

But that is suggested before ;) !
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Secured flags.

Post by Gore »

Could also bring back the deployable bunker when close to flags, (instead of the regular fob) and make it so you have to destroy the bunker before you can cap.
Bonsai
Posts: 377
Joined: 2006-11-10 13:39

Re: Secured flags.

Post by Bonsai »

GoreZiad wrote:Could also bring back the deployable bunker when close to flags, (instead of the regular fob) and make it so you have to destroy the bunker before you can cap.
I really endorse this idea. If possible the bunker should be destroyable with 3 or more Incendiaries only. That would make it a real defence asset...and make it worth to defend and to build supporting stuff around it.
If you know the enemy and know yourself you need not fear the results of a hundred battles. Sun Tzu
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Secured flags.

Post by arjan »

bump.

Seeing only 3 replies, i would like some more input from more people and if possible the devs why this could work or not work :razz:
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Secured flags.

Post by Rudd »

the system you propose wouldn't work well imo

breachable doors can be placed on older maps but this doesn't work well outside of insurgency because they cannot be repaired iirc.

Though Gore's idea of building a bunker so the enemy cannot cap would be interesting, I guess that can be done by tricking the game into thinking the bunker is worth 32 people...though that could be used to steal enemy flags super fast if they haven't got a bunker up...hmmm...maybe not then.
Image
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Secured flags.

Post by PatrickLA_CA »

arjan wrote:So the other day i was playing company of heroes.
And when you control a territory sector you could fortify it with a ''observation post''.

So i was looking at an old suggestion of mine;
https://www.realitymod.com/forum/f18-pr-suggestions/57767-firebase-extra-asset-takedown-idea.html
And was thinking, how about we have this system for the flags, but abit different?


Lets take qwai river government office flag as example;
You cap the flag, and theirs a small house you can fortify it by useing your shovels on the door and get it sealed off from the enemy. inside their theirs a small radio or something that makes sense to breach the building.
If the enemie breaches the door the flag isnt locked anymore and the enemie can start capping the flag
(altough still if theirs defenders like now, you first need to take them out)


Some of my awesome paint drawings;
unsecured flag (enemies can just cap it);
Image

secured flag (shovelled, enemies need to breach to unlock flag)
Image

So if the you or the enemie had enough time in their flag radius, they could get their shovels out and start closing off the barricade door for a better defense bonus.
Im not saying cramp em all up inside that door, but just to seal the flag off from the enemie.

To take out the door i was thinking about giving the specialist aswell as the engineer a role with this too,
1 C4 charge can clear the door without a problem or a specialist has to use his shotgun to almost a full slug load or multiple incindiery's (the hell you spell it? :razz :)
Offcourse high explosive stuff (HATS, LATS, M203's, APC's and MBT's) could take care of an blockade door too.

Thoughts? :)
Great Idea and it will be the coolest thing ever if they make the MGs to be able to deploy on windows
Shredhead99
Posts: 301
Joined: 2009-05-20 09:20

Re: Secured flags.

Post by Shredhead99 »

I think this would obstruct massively the battleflow, those fortresses would be the main attraction points, together with vanishing or non-existing RP it would deprave to heavy trenchfights, clashes without real tactics.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Secured flags.

Post by arjan »

I see, well if someone with coding knowledge could come in and bust the suggestion or say it plausible :razz:
I see a ''bunker'' might be also an idea if it could be possible at all.
PatrickLA_CA wrote:Great Idea and it will be the coolest thing ever if they make the MGs to be able to deploy on windows
What does that have to do with my suggestion i dont see the link?
Shredhead99 wrote:I think this would obstruct massively the battleflow, those fortresses would be the main attraction points, together with vanishing or non-existing RP it would deprave to heavy trenchfights, clashes without real tactics.
No it wouldnt, you clear a flag of enemies and then blow up their fortified position if they have one so you can cap otherwise its locked, its not like you close the door and the enemies have no chance it doenst give them a spawn or anything you know.
Dont know where you get that from.
Last edited by arjan on 2009-12-28 13:10, edited 3 times in total.
Shredhead99
Posts: 301
Joined: 2009-05-20 09:20

Re: Secured flags.

Post by Shredhead99 »

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No, it's my experience. Game's already slowed down a lot with vanishing RPs, it's all fighting around FOBs now. Having a fortification at a flag will invite them to build a FOB near it, fortify it too and tie it in.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Secured flags.

Post by arjan »

When the enemie is near the FOB wich could be close like you are saying the FOB would be overrun and noane could spawn.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Secured flags.

Post by Arnoldio »

For Objective gamemode, stuff like that would be cool...
Image


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