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

ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: Kashan Air Bases

Post by ankyle62 »

keep it, i love base rape though most servers dont allow it.
Sniperdog
Retired PR Developer
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Re: Kashan Air Bases

Post by Sniperdog »

Protective invisiDome FTW...
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Re: Kashan Air Bases

Post by AnimalMother. »

Option 2 with beefed up outposts to signify their importance
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Outlawz7
Retired PR Developer
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Re: Kashan Air Bases

Post by Outlawz7 »

Fighter wrote:errr with the non-destroyable runways that are being implemented
Source?
Sniper_dog14 wrote:Protective invisiDome FTW...
There is a few issues with that, first you'd need to create a dome that fits the airbases, unless you thought of using the existing one for carriers which is circular and would extend into the map and not over the base completely or if it stays the same and the base can be captured, it would mean that the defending team could shoot from their base at the attackers with them having no chance to fire back.
Either way, that is a good idea on its own, we're discussing the flag layout here though ;)
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Oddsodz
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Joined: 2007-07-22 19:16

Re: Kashan Air Bases

Post by Oddsodz »

I Will also add that if you place more TOWs at the main. Please place non-Destructive spawn points by them. Meaning if you are getting raped at the main. Then you could just spawn by a TOW and maybe kill the TANK/Whatever is killing your team. If there are lots of TOW around the main. Then the base rapers can not watch them all.


It's all nice if we have the TOWs. But getting to them is just as hard sometimes as it is to just stay alive.
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Kashan Air Bases

Post by snooggums »

Increase DoD, remove main flags. Combine bunkers complex into a single, large cap radius flag that covers the middle 2/3 of the complex.

Change the flag cap order:
MEC / South Village - South Outpost - Bunkers - North Outpost - North Village / US
North and South Village have a high bleed (1 ticket per second) and the outposts have a 1 ticket per 10 seconds (so 6 tickets a minute) bleed.

The reason for the flag layout change:
Bunkers having two flags is why the map rarely moves past the bunkers. It takes too much on a map that size to hold both bunker flags and advance on the next. The times it does get past that point is normally a steamroll for US (since there is no reason for MEC to hang out at SV after capping since it is not on the way to the bunkers) or a stall at North Village (since it is on the way to the bunkers for US they might be there). Making it a single flag means that the next flags might actually have some combat.

By switching to the new order flags the MEC push east and then go for bunkers. US heads west and goes for bunkers. Both teams can attempt to counter the other's second flag instead of it being assumed they will be capped causing more interesting starts. having a bleed on any flag past the middle means flags will matter.

I saw a comment earlier that bleed should only matter when the whole map is capped. I think that is terrible, the team with more area control (more flags) should get a benefit for fighting for that since the losing team simply has to hold a single flag to not lose. How is it winning if the other team has the whole map?
Wh33lman
Posts: 667
Joined: 2008-07-16 23:30

Re: Kashan Air Bases

Post by Wh33lman »

Honestly, i think more people need to learn to play the game properly. According to AAS rules, main base flags are the last to be captured, so in the middle of the fight(say USA and MEC have the north and south bunker flags respectivly) there shouldnt be anyone near the mains. If you lose everything down to your main, your team either sucks or the other team was just plain better. As infantry on Kashan, more then once we've capped out the other team because I've recived fire support from armor and aircraft, and had a ride from an APC or helo when we were ready to move to the next flag. We won because of better teamwork, not because we attacked their base before it was the last flag. and thats what this game is about, teamwork.

Keep it the way it is and learn to just respect the rules.
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: Kashan Air Bases

Post by Acemantura »

I think the last flag should represent pushing the enemy force out of Action and back into the Sea.

Of course this would mean being able to have a wall like the wall on Muttrah rely on the GPO and the flag spawn point system. It would need to point outward while the base cannot be capped and is still in possesion, removed for neutral and inverted or removed for an Enemy capture. Is This Possible?

If this doesn't work for either gameplay or hardcoded reasons then I would definitely go for a very large Dome of Death as well as the muttrah wall along the DoD, representing an Airbase that is far away from the action.

You know what, screw the first suggestion, and someone change my vote from 4 to 2.

I want the Base to be uncapturable and the Outposts to be the last flag.
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bad_nade
Support Technician
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Re: Kashan Air Bases

Post by bad_nade »

I'd say "something else", which is actually choice #1 with some modifications:

Main bases should be captureable, but because I don't like base rape on AAS maps (it's ok on ins maps if server rules say so), there should be some countermeasures against it. If the dome of death cannot be adjusted dynamically, then main bases should have so much static defence emplacements, like TOWs, AA, howitzers and heavy machine guns around it that base rape would become impractical. After all, it's the enemy's home base with lots and lots of resources available.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Kashan Air Bases

Post by Dev1200 »

I think main bases shouldn't be capturable, or even attackable. Put a "invisa-barrier" around both main bases, to stop runway bombing, baserape, etc.

Also, I think south and north villages should be bigger.. and make north and south outpost bigger then they already are. Maybe add some sort of 7 gates-style fortress on both sides. Right now, infantry are sitting ducks for armor and air support at both villages, and also at both outposts. If they had some permanent cover (Like they do at the bunkers) it would be more fun to run infantry. Right now infantry is basically either on the mountain, or bunkers. Otherwise, they get raped.
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Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: Kashan Air Bases

Post by Startrekern »

Make the outposts more defendable, and closer to the mains! The current flag layout is backwards and makes no sense.
Outlawz7
Retired PR Developer
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Re: Kashan Air Bases

Post by Outlawz7 »

Not changing the static objects in any way, everything is going to stay where it is...
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Alex6714
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Re: Kashan Air Bases

Post by Alex6714 »

Invisible done linked to flag, has a reasonably quick decay time and instant respawn while flag is held?
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Sniperdog
Retired PR Developer
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Re: Kashan Air Bases

Post by Sniperdog »

Linking an invisible dome to a flag might be possible. It does work but the key issue is getting it cycling without causing lag anytime it spawns.
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fuzzhead
Retired PR Developer
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Re: Kashan Air Bases

Post by fuzzhead »

Invisible dome very easy to exploit once players figure out it's shell and sit just inside protection driving in and out, prime example is jabal
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: Kashan Air Bases

Post by Rissien »

[R-DEV]fuzzhead wrote:Invisible dome very easy to exploit once players figure out it's shell and sit just inside protection driving in and out, prime example is jabal
No kidding, attack Hueys spawn, 30 seconds later theres five dead hueys on the carrier.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Kashan Air Bases

Post by McBumLuv »

The only exploit I've found with the domes are that you can fire out but they can't fire in, but that in turn would also eliminate Baserape.

Attack Hueys have always flown in and out doing quick runs, except when they were bugged and wouldn't ever die.
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bad_nade
Support Technician
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Location: Finland

Re: Kashan Air Bases

Post by bad_nade »

Just give main bases so much firepower and protection that it can survive baserapers attacks and hit back, hard.
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: Kashan Air Bases

Post by RedAlertSF »

When main bases on Qinling lost their flags and the outposts were the last flags, the map wasn't enjoyable anymore. Rounds were too quickly over.

Keep it as it is, or make main bases uncaptureable.
00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Re: Kashan Air Bases

Post by 00SoldierofFortune00 »

I know this maybe a little off topic, but there is always one thing I wanted to see on Kashan, and I don't know if it is possible or not.

On Barracuda, in the Chinese main, there is an underground system that allows for the US team to hide out while capping the flag, and I was wondering if this system could be applied to the Bunker flags? It would at least require coordinated infantry to capture the flags instead of 1 tank sitting off in the distance and taking out entire FOBs or squads before they can even fire their HAT. Maybe have the North and South Bunkers be connected through that system so that you would have to cover both the underground entrances and the top assaults?


IMO, that would really overhal Kashan and actually make it worth playing for the infantry guys.
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