The unrealistic elements of flag objectives.
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lucky14
- Posts: 149
- Joined: 2008-06-20 17:28
Re: The unrealistic elements of flag objectives.
im going out on a limb here, but what if each flag gave x tickets to a team every minute, for example, 10. Then the commander has a list of vehicles to deploy, each costing a certain amount of tickets upfront, or can save them for infantry. So if US only needs one huey on muttrah, why risk having 5 or 4 or 3? That's a huge ticket disaster waiting to happen if a bad pilot logs in. Instead, the commander pays upfront from the ticket pool, showing willingness to commit more into the battle to finish the job. . . idk, seemed like a good idea to me, instead of a humvee just popping up.
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Nax
- Posts: 31
- Joined: 2009-12-23 03:05
Re: The unrealistic elements of flag objectives.
Here is my two cents;
Regarding CnC, really the best thing to do (to actually make the game playable imo) would be to incorporate an insurgency like system in regards to FB locations. That is to say, a certain amount of kills eventually reveals a certain FB. Except, the only thing I can imagine being a problem is people rapidly relocating FB's; that is to say, if an SL notices an FB is discovered, he simply destroys it and relocates it elsewhere.
Now obviously, its foolish to make FB's not destructible by one team (I'm not even sure thats possible). However, would it be possible to simply make it so that a team DOESN'T know there FB is known by the enemy team? That way the team is forced to actively defend the firebase.
Also regarding the flag system; the frustration to me with big cap radii is that a squad can sit on the edge of it and cap it. I wonder if a feature could be implemented in which distance from the flag correlates to speed of capture. The thing about THAT though is that flags will have to be on defendable positions; that way a squad is capable of defending the center of the flag (which may or may not be the most reliable/defendable position in the radius), but is free to maneuver further from the radius without serious consequences (i.e. ninjas stealing the objective).
I kind of envision it this way; three flags are placed on top of each other in the exact same location, one with a huge radius, one with a medium radius, and one with a small radius. Each flag captures at a different rate, with the outermost capturing the slowest and the inner most capturing the fastest (not sure if flag capture rate can be set or not...). The capturing of one flag triggers the capture of two other flags (not sure if flags ca have triggers on capture, or if those triggers can be used to capture other flags).
This thus makes a system in which the distance from the flag correlates to the speed of capture. I don't know, its more then likely not possible, but just a thought.
Regarding CnC, really the best thing to do (to actually make the game playable imo) would be to incorporate an insurgency like system in regards to FB locations. That is to say, a certain amount of kills eventually reveals a certain FB. Except, the only thing I can imagine being a problem is people rapidly relocating FB's; that is to say, if an SL notices an FB is discovered, he simply destroys it and relocates it elsewhere.
Now obviously, its foolish to make FB's not destructible by one team (I'm not even sure thats possible). However, would it be possible to simply make it so that a team DOESN'T know there FB is known by the enemy team? That way the team is forced to actively defend the firebase.
Also regarding the flag system; the frustration to me with big cap radii is that a squad can sit on the edge of it and cap it. I wonder if a feature could be implemented in which distance from the flag correlates to speed of capture. The thing about THAT though is that flags will have to be on defendable positions; that way a squad is capable of defending the center of the flag (which may or may not be the most reliable/defendable position in the radius), but is free to maneuver further from the radius without serious consequences (i.e. ninjas stealing the objective).
I kind of envision it this way; three flags are placed on top of each other in the exact same location, one with a huge radius, one with a medium radius, and one with a small radius. Each flag captures at a different rate, with the outermost capturing the slowest and the inner most capturing the fastest (not sure if flag capture rate can be set or not...). The capturing of one flag triggers the capture of two other flags (not sure if flags ca have triggers on capture, or if those triggers can be used to capture other flags).
This thus makes a system in which the distance from the flag correlates to the speed of capture. I don't know, its more then likely not possible, but just a thought.
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Cobhris
- Posts: 576
- Joined: 2008-06-11 07:14
Re: The unrealistic elements of flag objectives.
In my opinion, the best changes to make to AAS would be to move the flags to locations that make more strategic sense rather than being arbitrary control zones. The way I look at it, the flags represent orders handed on down to the team from officers ranking above the commander in the chain of command. The commander has the free reign to direct his troops, but his superiors still have an overall battle plan laid out that he needs to follow in order to accomplish his missions. The arbitrary aspect simply needs to be removed so that each time a team captures a flag they are really gaining control of strategic locations and assets rather than just taking a patch of ground for the sake of taking it.
The idea about giving the commander the ability to purchase the team's vehicles from the ticket pool sounds good. It would make the commander's job a bit more involved and hopefully encourage more players to step up and do it (as I said, commanders remain rare and good commanders are 1 in a million because no one has experience).
The idea about giving the commander the ability to purchase the team's vehicles from the ticket pool sounds good. It would make the commander's job a bit more involved and hopefully encourage more players to step up and do it (as I said, commanders remain rare and good commanders are 1 in a million because no one has experience).

