Fools Road - Go back to the old asset layout?
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Alan
- Posts: 54
- Joined: 2008-01-01 22:18
Fools Road - Go back to the old asset layout?
Okay, Fool's Road isn't technically an 0.9 map, but the addition of TOW emplacements in 0.9 does make what I'm about to propose much more sensible.
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With the addition of TOW launchers (and because its more interesting, I feel), is anyone of the mindset that Fool's Road should now be returned to the origional asset layout i.e. assymetrical setup where the militia have tanks and the British have only APCs and light vehicles?
If the blufor no longer had asset supriority, the map would have a much different flavour to our current blufor vs. improvised force maps. Also, with the new TOWs, the British would have much less trouble defending a point, and would now have to attack much more intelligently, rather than just Challenger(ing) the defenses head on, they would now have to avoid the tanks and look for oppertunities to flank and destroy them.
And if I'm not mistaken, didn't one of PR's military advisors note that the British Army would never send tanks into that country anyway? Just a thought.
Either way, who thinks likewise (or otherwise). Assymetrical maps are fun if setup/played right, and Fool's Road was this, but the Challenger vs. tin can layout just feels a bit flat. Cliche blufor force anyone? I can't see balance issues, as the militia often win Fools Road as is, and they don't have TOWs. I think it would work well if Fool's Road goes back to the old unconventionally layout - agree?
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P.S. What's with that flag on the south side of the river? That's just evil, that flag (and the rest of the random layout seems to need tweaking to use the Northeast more).
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With the addition of TOW launchers (and because its more interesting, I feel), is anyone of the mindset that Fool's Road should now be returned to the origional asset layout i.e. assymetrical setup where the militia have tanks and the British have only APCs and light vehicles?
If the blufor no longer had asset supriority, the map would have a much different flavour to our current blufor vs. improvised force maps. Also, with the new TOWs, the British would have much less trouble defending a point, and would now have to attack much more intelligently, rather than just Challenger(ing) the defenses head on, they would now have to avoid the tanks and look for oppertunities to flank and destroy them.
And if I'm not mistaken, didn't one of PR's military advisors note that the British Army would never send tanks into that country anyway? Just a thought.
Either way, who thinks likewise (or otherwise). Assymetrical maps are fun if setup/played right, and Fool's Road was this, but the Challenger vs. tin can layout just feels a bit flat. Cliche blufor force anyone? I can't see balance issues, as the militia often win Fools Road as is, and they don't have TOWs. I think it would work well if Fool's Road goes back to the old unconventionally layout - agree?
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P.S. What's with that flag on the south side of the river? That's just evil, that flag (and the rest of the random layout seems to need tweaking to use the Northeast more).
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Moonlight
- Posts: 211
- Joined: 2009-07-04 20:05
Re: Fools Road - Go back to the old asset layout?
With good spandrel crew it's the British tanks&apcs who should fear. I mean, there's nothing wrong with the asset layout. I think adding an alternative layout with tanks for the militia would be nice though.
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Robbi
- Posts: 3564
- Joined: 2008-07-05 14:53
Re: Fools Road - Go back to the old asset layout?
I think this GPO is the best Fools has ever been really.

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theflidgeface
- Posts: 273
- Joined: 2008-12-18 05:09
Re: Fools Road - Go back to the old asset layout?
yea i agree with Robbi on this one
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Dukuu_npanop
- Posts: 91
- Joined: 2010-01-02 22:03
Re: Fools Road - Go back to the old asset layout?
I think it was not a very reasonable idea to substitude Russian Forces with the British ones.. I appreciated the older map very much, it was rather true-to-life. The only map where russians fight militants, the idea itself, where the hords of militants fighting somewhere in Central Russia looks ridiculous.. Maybe that'll be reasonable to make the map of Grozny, that'll be fantastic
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: Fools Road - Go back to the old asset layout?
Who said that the British are fighting them in Central Russia?
Fools Road could be anywhere.
Fools Road could be anywhere.
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Dukuu_npanop
- Posts: 91
- Joined: 2010-01-02 22:03
Re: Fools Road - Go back to the old asset layout?
In older PR versions Fools Road was a map where Chechen Militants were fighting Russian Army, and I think it was pretty good. Is there any chance to return RAF to the map? And does that mean that Chechen faction in PR is lost forever?
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: Fools Road - Go back to the old asset layout?
No, the map was intended to be GB vs. Militia, the whole reason why we got a Militia in the first place was due a fictional three map story about Brits fighting a group of gun runners.Dukuu_npanop wrote:In older PR versions Fools Road was a map where Chechen Militants were fighting Russian Army, and I think it was pretty good. Is there any chance to return RAF to the map? And does that mean that Chechen faction in PR is lost forever?
https://www.realitymod.com/forum/f317-2 ... s-wip.html
The maps were just lent to RF in 0.85, because they didn't have enough maps at the time, but you're welcome to convince Irontaxi otherwise.

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Dukuu_npanop
- Posts: 91
- Joined: 2010-01-02 22:03
Re: Fools Road - Go back to the old asset layout?
All right, anyway I managed to adapt "fools road day 2" map to 0957, and it seems quite stable)
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ryan d ale
- Posts: 1632
- Joined: 2007-02-02 15:04
Re: Fools Road - Go back to the old asset layout?
Interesting thread but I don't understand the quote :sDukuu_npanop wrote:All right, anyway I managed to adapt "fools road day 2" map to 0957, and it seems quite stable)
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Dukuu_npanop
- Posts: 91
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Re: Fools Road - Go back to the old asset layout?
I asked if it was possible to return Ruforces to Fools Road, and today I made sp map "fools road day 2" (with russian forces from PR v085) playable for PR v0957
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ryan d ale
- Posts: 1632
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Re: Fools Road - Go back to the old asset layout?
That sounds quite funDukuu_npanop wrote:I asked if it was possible to return Ruforces to Fools Road, and today I made sp map "fools road day 2" (with russian forces from PR v085) playable for PR v0957
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Bob of Mage
- Posts: 227
- Joined: 2010-09-29 09:39
Re: Fools Road - Go back to the old asset layout?
In the Co-op version Fools Road still has a tank. The gameplay it creates is much differnet from most other maps. Normaly on most map with a weak foe the APC/IFVs just do what ever as nothing really can stop them besides the badly aimed RPG. When the tank is spotted on Fools Road for a rare moment the BLUFOR armour knows fear. They flee any area where it is to let the INF deal with it. On a few rare time all the armour has attacked the tank at once with 30mm round until it drops (it take almost all the AP round for the whole team). This only really happens when it get stuck. Something like this is rare in PR where the BLUFOR always has equal or more armour than it's foes (only time OPFOR might have the upper hand is when the IDF fights Russia).
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Vege
- Posts: 486
- Joined: 2008-06-26 23:12
Re: Fools Road - Go back to the old asset layout?
Iw seen brit team loose as much if not more. Tanks can do nothing when they have to go trough narrow roads (full of enemies) to get inside their own base.
Technicals are the fastest troop transport in the game so in the start rebels usully have capped more and are in spots for ambush.
Also some of the smaller SMG:s just rip trough GB infrantry.
Flags are also usually in places where Tanks can't/won't go.
Don't nerf the rebels by giving back their tank.
Technicals are the fastest troop transport in the game so in the start rebels usully have capped more and are in spots for ambush.
Also some of the smaller SMG:s just rip trough GB infrantry.
Flags are also usually in places where Tanks can't/won't go.
Don't nerf the rebels by giving back their tank.
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PFunk
- Posts: 1072
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Re: Fools Road - Go back to the old asset layout?
I'm personally exhausted with strange asset loadouts that see BLUFOR without tanks against poorly equipped rebels who somehow have a perfectly functioning armor set up. Why not give bomb cars to the Canadians on Kokan and let the insurgents have an attack chopper?
As it is the pitfalls that face a british team on Fool's Road are exactly what you'd expect to see in a real engagement in the world today. They'd bring their fancy armor pieces to a forest fight and probably lose a bunch of them to RPG ambushes or never take them outside of a certain zone for fear of mobile heavy AT vehicles such as the spandrel.
Asking Brits to fight like militia against militia who have a tank that they should not know how to really use was always a bit weird to me.
As it is the pitfalls that face a british team on Fool's Road are exactly what you'd expect to see in a real engagement in the world today. They'd bring their fancy armor pieces to a forest fight and probably lose a bunch of them to RPG ambushes or never take them outside of a certain zone for fear of mobile heavy AT vehicles such as the spandrel.
Asking Brits to fight like militia against militia who have a tank that they should not know how to really use was always a bit weird to me.
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Psyko
- Posts: 4466
- Joined: 2008-01-03 13:34
Re: Fools Road - Go back to the old asset layout?
The map is the most balanced i have ever seen it. I didn't like RF on it, it didn't feel good.
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Stealthgato
- Posts: 2676
- Joined: 2010-10-22 02:42
Re: Fools Road - Go back to the old asset layout?
Create an alternate layout with Militia having armor, simples.
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Trooper909
- Posts: 2529
- Joined: 2009-02-26 03:02
Re: Fools Road - Go back to the old asset layout?
3 parter? what 3 parter? assault on mestia was removed long ago (loved that map *tears*).'[R-DEV wrote:Outlawz;1510218']No, the map was intended to be GB vs. Militia, the whole reason why we got a Militia in the first place was due a fictional three map story about Brits fighting a group of gun runners.
https://www.realitymod.com/forum/f317-2 ... s-wip.html
The maps were just lent to RF in 0.85, because they didn't have enough maps at the time, but you're welcome to convince Irontaxi otherwise.
Factions aside the map used to have good balance and fun interesting gameplay now however militia are target practice for the challenger 2 and that is all the map has to offer.
every round goes the same.
Militia get pushed back to fort,tank and morters pound fort into dust.
I think with thermals among other things tanks have no place on that map although militia T-55s have none so it could work having it back the way it was but with brits and only shcimitars and warriors .
Last edited by Trooper909 on 2011-10-13 05:52, edited 1 time in total.
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40mmrain
- Posts: 1271
- Joined: 2011-08-17 05:23
Re: Fools Road - Go back to the old asset layout?
I can agree with this. Not only does it make sense, but it actually ends up being fairly balanced due to the nature of the terrain. The militia have an advantage if they can set up good AT defencePFunk wrote:I'm personally exhausted with strange asset loadouts that see BLUFOR without tanks against poorly equipped rebels who somehow have a perfectly functioning armor set up. Why not give bomb cars to the Canadians on Kokan and let the insurgents have an attack chopper?
As it is the pitfalls that face a british team on Fool's Road are exactly what you'd expect to see in a real engagement in the world today. They'd bring their fancy armor pieces to a forest fight and probably lose a bunch of them to RPG ambushes or never take them outside of a certain zone for fear of mobile heavy AT vehicles such as the spandrel.
Asking Brits to fight like militia against militia who have a tank that they should not know how to really use was always a bit weird to me.
If I had a dollar for every armour piece destroyed by arty, spgs, field guns, spandrel or HAT on those roads..
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Xander[nl]
- Posts: 2056
- Joined: 2007-05-24 13:27
Re: Fools Road - Go back to the old asset layout?
It easily fits if you think of it as a rapid deployment force. Getting infantry and light vehicles halfway around the world is quite easy, but deploying heavy assets such as tanks takes time. More than enough times in history have rebels used tanks, just look at Lybia. They might not be very effective in combat compared to highly trained soldiers, but surely they can operate old Russian tanks. The idea of a quick reaction force fighting a militant force that at the moment is better equiped is more than plausible.PFunk wrote:I'm personally exhausted with strange asset loadouts that see BLUFOR without tanks against poorly equipped rebels who somehow have a perfectly functioning armor set up. Why not give bomb cars to the Canadians on Kokan and let the insurgents have an attack chopper?
As it is the pitfalls that face a british team on Fool's Road are exactly what you'd expect to see in a real engagement in the world today. They'd bring their fancy armor pieces to a forest fight and probably lose a bunch of them to RPG ambushes or never take them outside of a certain zone for fear of mobile heavy AT vehicles such as the spandrel.
Asking Brits to fight like militia against militia who have a tank that they should not know how to really use was always a bit weird to me.
An ALT layer of the map with the old setup wouldn't hurt, if were it for variety's sake only.

