Kashan Air Bases

General discussion of the Project Reality: BF2 modification.

What do you think is the best solution for the Kashan Air Bases?

Keeping it as is - the main bases are captureable, small DoD which allows base rape
82
29%
Removing the main base flags and adding very large dome of death, Outposts are final flags
102
36%
Turning main base flags into uncaptureable points and increasing ticket bleed
85
30%
Something else(?), explain below
14
5%
 
Total votes: 283

fuzzhead
Retired PR Developer
Posts: 7463
Joined: 2005-08-15 00:42

Kashan Air Bases

Post by fuzzhead »

In the interest of doing some gameplay rework on Kashan Desert, I came up with a couple of solutions for the Kashan main bases, which incorporate fixing some issues that the map's layout may have or had, depending on how you view it. More precisely, the options are:
  1. Keeping it as is - the main bases are captureable, small DoD which allows base rape
  2. Removing the main base flags; instead the Outpost flags are the last capture point - together with a bigger DoD the airfields are out of play, game ends when the Outpost flag goes neutral (example: Qinling)
  3. Turning main base flags into uncaptureable points - huge DoD still applies, the Outpost flags are still the last captureable points, however their capture does not end the game, it instead inflicts a ticket bleed on the other team, giving them some time to counter-attack (example: most seeder maps; Kufrah, Kyongan ni, Sunset city ...)
  4. Something else(?), explain below
Hopefully a poll will be up soon. Discuss :)
Reposting this as a poll for Outlawz, please keep the discussion civil, retarded responses will be systematically destroyed ;)
LyfTaker
Posts: 66
Joined: 2009-03-12 08:37

Re: Kashan Air Bases

Post by LyfTaker »

I love Kashan, but for most peeps I know it is not their top choice. Anythiong that can keep that game going...the better.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Kashan Air Bases

Post by Rudd »

I'd be happy with the current syste with teh DoD increased by about 20%, with an extention on the approaches for jets, it always sucks when you're doing a great job as a pilot then you get shot down on take off or landing when you can't move fast enough to avoid the fire. Since the main bases would be many miles away IRL, it annoys me.

Though I do prefer the 32 layer anyway :D
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rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Kashan Air Bases

Post by rampo »

How about the dome of death being reduced when the north village/south village has been capped?
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Kashan Air Bases

Post by Outlawz7 »

rampo93(FIN) wrote:How about the dome of death being reduced when the north village/south village has been capped?
Not possible, the 'dome of death' is just an inverted combat zone, can't change those mid-game.
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Koolaid-maker
Posts: 29
Joined: 2009-11-04 18:54

Re: Kashan Air Bases

Post by Koolaid-maker »

I would prefer the huge dome of death with uncap bases as it keeps up for the missing large distance that would actually be between the bases.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Kashan Air Bases

Post by gazzthompson »

Agree with rudd, the main bases would be miles away. they should just be there for deploying jets. not for attacking/defending
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Kashan Air Bases

Post by Herbiie »

Would you be able to have a Two Way shield around it with a dome of death?

So you can't fire in or out or go inside.
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Zrix
Posts: 4425
Joined: 2005-12-02 14:25

Re: Kashan Air Bases

Post by Zrix »

ffffuuu, voted 2 instead of 3. halp?
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Dreadnought1984
Posts: 16
Joined: 2009-03-04 01:40

Re: Kashan Air Bases

Post by Dreadnought1984 »

Removing the main base flags; instead the Outpost flags are the last capture point - together with a bigger DoD the airfields are out of play, game ends when the Outpost flag goes neutral (example: Qinling)

This
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Kashan Air Bases

Post by badmojo420 »

I vote to keep the same.

But, the base defenses need to be beefed up. Especially the US base. It's easy for armor to avoid the TOW emplacements. Also, some sort of elevated firing position would be nice, perhaps that airport building.
Silly_Savage
Posts: 2094
Joined: 2007-08-05 19:23

Re: Kashan Air Bases

Post by Silly_Savage »

I would opt for option #2.

As we all know, once North or South Outpost on Kashan is capped out by the opposing team, the entire enemy team comes down on your airfield. This leaves no escape route, as enemy armor, AAVs, CAS, etc. systematically destroys everything inside and anything attempting to leave your airfield.

There is no chance of a counter-attack to retake the North/South Outpost. It simply turns into a rape fest for the other team to rack up their KDR on spawning enemies. The round then becomes a, "OMG, end the inevitable!" for the team getting raped and a, "No, let the round finish!" for the team doing the slaughtering.

The simple fact that two opposing countries would not establish an air base within 4km of each other is another issue that prompts option #2. With option #2, because the airfield is not in play, one could "determine" it isn't actually there. Theoretically, it is because of engine limitations, but because it isn't in play, one would most likely not be able to engage it and therefore believe it doesn't actually exist.

This is one thing I believe Qinling does well. Once it's over, it's over; next map.
"Jafar, show me a sniper rifle." - Silly_Savage 2013
MadTommy
Posts: 2220
Joined: 2006-05-23 11:34

Re: Kashan Air Bases

Post by MadTommy »

"Removing the main base flags and adding very large dome of death, Outposts are final flags"

Seems like the obvious choice to me.

However personally i think Kashan should remove any pretence of being an infantry map... make the bunkers open and make it a 100% vehicle whore map.

But i assume that is foe another thread ;)
dominator200
Posts: 179
Joined: 2009-04-24 12:52

Re: Kashan Air Bases

Post by dominator200 »

Would it be possiable to have AI in the game i think themap is one of the best in the game but can be very frustrating when new players or people who think they can get away with it use jets to bomb the runways and planes, So if AI were in the game they could just sit on the aa at main to prevent this.
Solver
Posts: 64
Joined: 2009-04-17 18:20

Re: Kashan Air Bases

Post by Solver »

Options 2 seems to be the most sane. It not only allows us to view runways as "abstract" but also ends the round once it's over. That's one of the main problems with Kashan currently, when one of the outposts is captured, it effectively means game over, yet it often takes 30-40 more minutes for the round to end.

The way it is now, with captureable main bases, could work theoretically, but it doesn't in practice. The winning team rarely moves for the main with a proper force intended to cap, it's usually just spawnkilling. If people didn't do that, the main would probably fall within a few minutes usually, but changing the map is easier than changing people's behaviour.
chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Kashan Air Bases

Post by chrisweb89 »

I say just leave it how it is because having a large DoD means that even when you're at 2000 alt you cant dogfighter there and their jet just runs to freedom. Other than that I like the way things are no and there is still a small chance that you can recap SO or NO.

The best option for me would be a mix of 1 and 3. Have the DoD of 1 that is small since it really doesn't stop baserape that much and its the server admins that decide what the rules are. The only way to make the DoD truly do its job on kashan would take away a lot of the battlfield especially around the Mec Main. Then the mainbase being uncap from 3 and the increased bleed to stop the need to baserape and on many servers the rules are that you can never attack an uncap even if its the other team's last flag.
503
Posts: 679
Joined: 2008-08-30 02:53

Re: Kashan Air Bases

Post by 503 »

I like it the way it is but with a bigger DoD. Making the outpost a final flag is brutal. Rarely does anyone get there in time or even bother defending it.
=]H[=COEMAN
Posts: 268
Joined: 2008-06-17 05:52

Re: Kashan Air Bases

Post by =]H[=COEMAN »

Option 2 for the win
Oddsodz
Posts: 833
Joined: 2007-07-22 19:16

Re: Kashan Air Bases

Post by Oddsodz »

Just Move the South/North outpost flags closer to the main. This will give a good chance of counter attack. The South/North outpost flags are almost as far to travel as the bunkers are.

OR for the love of god remove the dam bleed on South/North outpost flags. If there was no bleed. Then the team could sort themselves out and counter attack. Dome of Death is fine as it. But a few more TOWs would be nice.

I Myself love the map. But I hate the fact that a team can lose when they still have a flag. Bleed should only come into play when "ALL" flags are capped.

I Know that the Bleed was put in to stop base-raping/spawn-raping. But If we had a few more TOWs in the right places. And some of them AA Guns with a zoom. Then it would not be so bad. In fact. It could be very good to just defined from the main if done right. Sure JET's and HELOS would get funked. But if you are going to let the OP4 get that stage with all the flags gone. Then its the teams own fault.

Voted for "Something else(?), explain below"
Peeta
Posts: 1204
Joined: 2008-11-28 02:05

Re: Kashan Air Bases

Post by Peeta »

errr with the non-destroyable runways that are being implemented, the only other nice thing would be much better base defenses. IRL there would be dozens of AA guns and dozens of TOWs(dont start the argument over rawr rawr rawr bases are miles away, nag nag nag theres more people IRL)
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