Assault and secure? Why not assault and assault?

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Pirate
Posts: 145
Joined: 2009-10-25 22:30

Assault and secure? Why not assault and assault?

Post by Pirate »

I noticed earlier this week when playing Kozelsk for the first time since 0.9 that the Russians do not have to defend the first flag when they cap it. I liked the idea and I think this could be expanded to other maps.

Basically, there is an attack team and a defending team. When flags are completely capped, they can't be lost again. Therefore the entire game is one upwards push.

There are some points that would need to be thought out more however.
I believe that this gamemode could be annoying when the defending team is completely superior, resulting in a long and drawn out game. This problem could be reduced by having the assaulting team start out with a fairly small amount of tickets that goes up with every flag they cap, which would put a real incentive on capturing a flag. I don't know if this can be coded in however.

The question also is whether the defending team should have tickets or not. I believe that if they do not have tickets, they will play too careless and just swarm the attackers, so I think it should still be possible to have both work with tickets so a victory is possible in that way as well.

Discuss
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: Assault and secure? Why not assault and assault?

Post by mangeface »

Hmm...this sounds more like a feedback thread.

Anyways, I personally haven't played on Kozelsk, so I don't know the map. Are you basically trying to say you'd like a Assualt and Defense style of gameplay? Sort of like on Seige at Ochamira? I like that, but I see it resembling Insurgency in a way. If I just wanted to play a defense or offense styled gameplay, that's where I'd do it.
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Assault and secure? Why not assault and assault?

Post by Heskey »

I like the concept of a 'Push' gamemode! Attacking team caps flags but then they can't be lost.

Didn't this used to be the case on Hills of Hamyong(or whatever it was called), and also the old dusty Fallujah/Baghdad Desert map?
Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: Assault and secure? Why not assault and assault?

Post by Startrekern »

Um.. so.. basically.. counter-attack without the counter-attack?

:P
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Assault and secure? Why not assault and assault?

Post by Rudd »

I like it, however if you have a really good defending team you'll get a 3hr match which might not be fun, they don't get rewarded for winning battles since they just prolong the round rather than win. You would need a very clever bleed system, I quite liked how mestia's bleed worked, neutral slow cap flags, once capped the defenders bled the attackers, then add or subtract tickets from the starting attacking pool in order to balance.
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myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: Assault and secure? Why not assault and assault?

Post by myles »

This is a ressugestion all do i do like the idea
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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Pirate
Posts: 145
Joined: 2009-10-25 22:30

Re: Assault and secure? Why not assault and assault?

Post by Pirate »

Indeed Rudd, that's why I suggested having the attacking forces start with quite a small number of tickets that increases with every flag they take.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Assault and secure? Why not assault and assault?

Post by Rhino »

It sounds pretty much like my counter attack gamemode other than the defending team dont get a chance to retake there flags. It didn't work that well.
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BlackwaterSaxon
Posts: 361
Joined: 2009-07-11 00:02

Re: Assault and secure? Why not assault and assault?

Post by BlackwaterSaxon »

Isn't this just like Rush off of BFBC2 but with flags instead of caches?
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Assault and secure? Why not assault and assault?

Post by badmojo420 »

How about, attackers start with heavy bleed, but also a massive amount of tickets. Defenders start with the normal 250, no bleed. Every flag the attackers takes slows down their bleed. And perhaps capping the second last flag stops the bleed. Letting the two teams fight it out over the last flag, with no urgency.

As a defender, your job would be to slow the attackers down while they're in the bleed, but then pulling back and providing some solid defense on the last flag.
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Assault and secure? Why not assault and assault?

Post by alberto_di_gio »

I like the idea. Plus this push squads to coordinate with each other. I would really like to be on the defending team.
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Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Assault and secure? Why not assault and assault?

Post by Herbiie »

darkside12 wrote:I like that, but I see it resembling Insurgency in a way. If I just wanted to play a defense or offense styled gameplay, that's where I'd do it.
Insurgency is more suited to lightning strikes than full scale assaults though, going in, taking out a cache and then moving off.

I think for this to work the Defenders should be able to build twice as many defences at firebases and the attackers have more assets (not many more though).
Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: Assault and secure? Why not assault and assault?

Post by Imchicken1 »

I like this idea. Just needs some refining to make sure it's not a one sided game and that it doesn't last forever

+1
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I won't cluck for you
Safekeeper
Posts: 224
Joined: 2007-09-23 19:24

Re: Assault and secure? Why not assault and assault?

Post by Safekeeper »

First Strike Mod has this. The map Endor Strike Team is completely one-way, once a CP has been captured by the Alliance it cannot be lost to the Empire. It's a fun gamemode in that you are constantly advancing (or pulling back, as the case may be), but recently, veteran players have gotten really good at holding the maps' resident stronghold, and rounds are often the drawn-out struggles that others talked about above.

Nothing that can't be fixed with testing and balancing, though. Just don't give the defenders too much in the way of defences, and you'll be fine. Multiple paths of advance (ie. "forks in the road" where the defenders have to spread out to cover two or more CP's)should help, too.

When the attackers cap the last CP, they win.
Last edited by Safekeeper on 2010-05-08 20:22, edited 1 time in total.
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