Capturing Flags

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Fungwu
Posts: 62
Joined: 2008-01-20 22:52

Capturing Flags

Post by Fungwu »

I think it would make sense to change flags so that you can only take control once you have built a FOB on the flag. By clearing out enemies you could make it neutral the same as now, but to capture the flag for your side there would have to be a friendly constructed FOB somewhere in the cap radius.
Adriaan
Retired PR Developer
Posts: 5150
Joined: 2008-10-22 21:47

Re: Capturing Flags

Post by Adriaan »

This sounds like a very nice idea! Stimulating the building of FOBs and deployables and actually defending them :)
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rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Capturing Flags

Post by rampo »

This would just make finding FOBs too easy
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snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Capturing Flags

Post by snooggums »

I think the game play you are going for with this suggestion is represented as the C&C game mode, where FoBs are the objective. For AAS there is no reward for taking a flag until the last, and it is hard enough to cap out the other team except in the few cases where it would be too easy for them to cap out the team that gets capped out now (US on Muttrah).
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Zrix
Posts: 4425
Joined: 2005-12-02 14:25

Re: Capturing Flags

Post by Zrix »

It would require that all that flags are accessible for supply trucks, which would in the current version make some "infantry flags" very awkward to capture if the truck has to play tree-pinball for 10 min just to get there.
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Kim Jong ill
Posts: 166
Joined: 2009-06-07 09:36

Re: Capturing Flags

Post by Kim Jong ill »

Guys I wouldn't kill this idea simply on the premise that it's a resuggestion, because the thread linked is from late 2008 and a lot has changed since then. IMO It would be best just to see how this plays out this time round.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Capturing Flags

Post by badmojo420 »

Maybe set it up so it spawns a foundation when the flag is capped. Then code it so you can't cap the next flag unless the FOB is built. And if the flag is capped, the FOB turns into the other teams foundation, so it's still area control. Not just a mad rush for a radio.

It wouldn't work on every map. But it sounds fun.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Capturing Flags

Post by killonsight95 »

badmojo420 wrote:Maybe set it up so it spawns a foundation when the flag is capped. Then code it so you can't cap the next flag unless the FOB is built. And if the flag is capped, the FOB turns into the other teams foundation, so it's still area control. Not just a mad rush for a radio.

It wouldn't work on every map. But it sounds fun.
no this would turn flags into spawn points like vBF2 keep it the way it is atm
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Capturing Flags

Post by badmojo420 »

It would be more like the flag and FOB depend on each other. If you let your FOB go down, the flag will surely follow. Or if you let the flag go down, the fob automatically follows. With 200m flag radius compared to the 5m or so that vbf2 uses, it wouldn't end up being the same as vbf2. Spawns could still be overrun, so your not going to be capping the flag while people are spawning in, like happens in vbf2. It would simpy slow down the team and force them to build up some defense before moving onto the next flag.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Capturing Flags

Post by CodeRedFox »

Before you guys bash his idea, personal I think its a interesting idea. Rules and gameplay you have to be changed but making it for a asset instead of a few player are required to cap a spawn points is kinda of a cool idea.
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"apcs, like dogs can't look up" - Dr2B Rudd
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Capturing Flags

Post by killonsight95 »

this idea would be useful (now that i'ma sober) for main bases and actual forts on a map then this would provide an actual fort like area????
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Capturing Flags

Post by badmojo420 »

I just dislike being able to build the FOB anywhere you want. For some maps it would just turn into a FOB hunting mission. That's why i suggested a system using a central location that everyone knows. It would also suck to have to destroy an FOB that was virtually impossible to access. Like in a cave, on a rooftop, etc.

Perhaps the flag FOB could be symbolic and not even allow spawning. And not count towards the total FOBs you're allowed. That way you could capture the flag, build the fob & setup defenses while another squad builds a normal fob somewhere close but hidden.

This would bring in some logic to the idea of controlling an area. No more could a squad hide under a rock somewhere and hold a flag. They would be forced to go on defense and protect the flag FOB.
Stoic Sentinel
Posts: 239
Joined: 2009-10-23 15:49

Re: Capturing Flags

Post by Stoic Sentinel »

Isn't FOB hunting what CnC is all about? :D

But to be honest, I like it.
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alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Capturing Flags

Post by alberto_di_gio »

Like the idea of involving FOBs to flag capture/defend but I prefer them to play supporting role rather than a MUST role. First of all number of FOBs are already limited (although until now I did not see all of them are used at the same time). Secondly it may not be possible to build an FOB all the time.

May be we can make FOBs help protecting flags against capture. For example if there is an enemy FOB in the capture range you can't capture it before destroying it. I would like to have that.
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ludwag
Posts: 108
Joined: 2009-06-28 21:23

Re: Capturing Flags

Post by ludwag »

I love the idea. You don't really control an area before you have an outpost or a base there. But in some maps you do. Like in infantry maps that is out in the forest. But in huge maps like Yamalia, Kashan and Quinling I think you should need to have a FOB inside cap radius to be able to cap it. And it would be a more stabile frontline and the game would be more open for manouvers. But it would require a new game mode. A 5. game-mode to be added. Because some maps really don't need this.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Capturing Flags

Post by killonsight95 »

badmojo420 wrote:I just dislike being able to build the FOB anywhere you want. For some maps it would just turn into a FOB hunting mission. That's why i suggested a system using a central location that everyone knows. It would also suck to have to destroy an FOB that was virtually impossible to access. Like in a cave, on a rooftop, etc.

Perhaps the flag FOB could be symbolic and not even allow spawning. And not count towards the total FOBs you're allowed. That way you could capture the flag, build the fob & setup defenses while another squad builds a normal fob somewhere close but hidden.

This would bring in some logic to the idea of controlling an area. No more could a squad hide under a rock somewhere and hold a flag. They would be forced to go on defense and protect the flag FOB.
what would be cool is if the firebases randomly spawn when you got the flag white within a 50 meter radius of the flag (depending on flags) so tis not always in da same place. and make it so you can only place a few foxholes and wire no 50.cals (maybe 1) and no TOW's.
this would encourage the building of another FOB within the area for protection
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Capturing Flags

Post by BroCop »

Well a better idea would be as to make it a completely new game mode (or something in the lines of AAS#) so that maps shouldnt need to be drastically changed for an truck to get to the CP
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Capturing Flags

Post by killonsight95 »

no need a for truck if the FOB spawns rnaodmly when flag goes white like i suggested
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Capturing Flags

Post by BroCop »

Either way it should be a separate game mode
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