Flag capping disabled
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Flag capping disabled
On the discussion of rushing and everything, this would be a good compromise for those who want to rush and for those who dont want to be rushed.
Simply disabling the capping of the flag that is not in play for your team. Now i dont know if this is possible, but maybe a mapper could tell more.
You could only cap in order and not prevent enemies from capping their first flag just because you are hiding somewhere in the radius, but you will have to effectively engage and ambush/surprise the other team to stall them, not just be there.
Problem is solved. Rushing is avaliable, its not as easy to do, doesnt exploit the gameplay, and on the other hand all flags are visible, with proper teamwork rushers can be eliminated.
Simply disabling the capping of the flag that is not in play for your team. Now i dont know if this is possible, but maybe a mapper could tell more.
You could only cap in order and not prevent enemies from capping their first flag just because you are hiding somewhere in the radius, but you will have to effectively engage and ambush/surprise the other team to stall them, not just be there.
Problem is solved. Rushing is avaliable, its not as easy to do, doesnt exploit the gameplay, and on the other hand all flags are visible, with proper teamwork rushers can be eliminated.

Orgies beat masturbation hands down. - Staker
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Rhino
- Retired PR Developer
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goguapsy
- Posts: 3688
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Re: Flag capping disabled
I like that.
Hopefully would prevent this:

(screenie from HunterMed from [AAR] The Usual https://www.realitymod.com/forum/f112-p ... usual.html)
Hopefully would prevent this:

(screenie from HunterMed from [AAR] The Usual https://www.realitymod.com/forum/f112-p ... usual.html)
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Oskar
- Posts: 481
- Joined: 2009-09-27 11:36
Re: Flag capping disabled
Sounds like a very good and simple idea at first glance.
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Flag capping disabled
I like this idea.
These days a lot of people play with the mentality of playing in Call of "duty"... they try to get to action immediately and be in the thick of a mindless firefight. None of those people realize that capping each point first and patrolling/advancing around the next one then suddenly having enemy contact and starting the firefight is more fun than bum-rushing.
These days a lot of people play with the mentality of playing in Call of "duty"... they try to get to action immediately and be in the thick of a mindless firefight. None of those people realize that capping each point first and patrolling/advancing around the next one then suddenly having enemy contact and starting the firefight is more fun than bum-rushing.
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Bluedrake42
- Posts: 1933
- Joined: 2009-07-23 17:52
Re: Flag capping disabled
what? I dont get this
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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: Flag capping disabled
haha me either. capping is already disabled when out of order, i dont understand what you are suggesting chizBluedrake42 wrote:what? I dont get this
edit: hm i think.... do you want to say that its possible to block the enemies capping even when youre not able to cap it youself? then i didnt even know this was possible, i always follow AAS
yes would be great, as i thought it would be like this already xD
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Arnoldio
- Posts: 4210
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Re: Flag capping disabled
Yeah. Its not possible to cap, but you can prevent enemy from capping by just hiding somewhere in the radius.Zoddom wrote:haha me either. capping is already disabled when out of order, i dont understand what you are suggesting chiz
edit: hm i think.... do you want to say that its possible to block the enemies capping even when youre not able to cap it youself? then i didnt even know this was possible, i always follow AAS
yes would be great, as i thought it would be like this already xD

Orgies beat masturbation hands down. - Staker
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Bluedrake42
- Posts: 1933
- Joined: 2009-07-23 17:52
Re: Flag capping disabled
OHHHHH really? I didn't even know you could do that.Zoddom wrote:haha me either. capping is already disabled when out of order, i dont understand what you are suggesting chiz
edit: hm i think.... do you want to say that its possible to block the enemies capping even when youre not able to cap it youself? then i didnt even know this was possible, i always follow AAS
yes would be great, as i thought it would be like this already xD
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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: Flag capping disabled
well i knew it but it seems i just wasnt concious of it and of the problem its causing.Bluedrake42 wrote:OHHHHH really? I didn't even know you could do that.
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Bluedrake42
- Posts: 1933
- Joined: 2009-07-23 17:52
Re: Flag capping disabled
yeah that's a big deal, I would consider this to be more of a bug, yeah this should get fixed right awayZoddom wrote:well i knew it but it seems i just wasnt concious of it and of the problem its causing.
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Yrkidding
- Posts: 729
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Re: Flag capping disabled
sounds like a good idea, would help a bad problem
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Rhino
- Retired PR Developer
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Re: Flag capping disabled
After sleeping on this, what might be a better idea is not to have enemies on a flag they can't cap have no effect, since the flag radius's are so large that you could take a flag without even seeing an enemy, even if they are on the flag looking for you.
What might be better is to slow down the capture time if enemies are on the flag, giving more time for a fire fight etc but the big problem here is even this just really swaps over the roles from what they where before. Now the attackers are the ones hiding in a bush waiting for the flag to be captured, and the defenders/ambushers are the ones looking for the enemy, where before it was the other way around....
What might be better is to slow down the capture time if enemies are on the flag, giving more time for a fire fight etc but the big problem here is even this just really swaps over the roles from what they where before. Now the attackers are the ones hiding in a bush waiting for the flag to be captured, and the defenders/ambushers are the ones looking for the enemy, where before it was the other way around....
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Arnoldio
- Posts: 4210
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Re: Flag capping disabled
You are kinda right, but any form of stalling with the capping time is beneficial to the rushers. With completely disabled capping it would mean that rushers wont go for the flag, but rather for roads and areas the enemy will come from as flag doesnt have any effect on them and this is the problem youre saying about hiding and seeking. If flag area is nice and handy, sure, they ill use it, but for the sole purpose of killing/disctracting the enemies.[R-DEV]Rhino wrote:After sleeping on this, what might be a better idea is not to have enemies on a flag they can't cap have no effect, since the flag radius's are so large that you could take a flag without even seeing an enemy, even if they are on the flag looking for you.
What might be better is to slow down the capture time if enemies are on the flag, giving more time for a fire fight etc but the big problem here is even this just really swaps over the roles from what they where before. Now the attackers are the ones hiding in a bush waiting for the flag to be captured, and the defenders/ambushers are the ones looking for the enemy, where before it was the other way around....
Rushing will be more tactical and hard this way as youll have to fing good enemy approach lines, be prepared for everything, know the map and be fast *** hell not just drive to the flag because they will be there.
Short, you will have to kill/stall the enemies effectively before they get into the cap radius for your rushing maneuver to be most efficient. There, rushing reinvented.

Orgies beat masturbation hands down. - Staker
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Bringerof_D
- Posts: 2142
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Re: Flag capping disabled
brilliant idea, this means squads can in fact act as shock troops while not being able to exploit the "no capping till enemy are out of the area" effect
the current system's problem is that although you cannot cap an inactive flag, your presence makes it impossible for the enemy to cap it.
finding good bottle necks will be more important than finding a good hiding spot
the current system's problem is that although you cannot cap an inactive flag, your presence makes it impossible for the enemy to cap it.
finding good bottle necks will be more important than finding a good hiding spot
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
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Rhino
- Retired PR Developer
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Re: Flag capping disabled
I'm also thinking of situations where like for example on muttrah, your holding the South city flag which is neutral, but the MEC managed to capture docks. Now all the MEC would need to do is get two guys somewhere in the flag radius, hiding in a little ally way behind a crate and just cap the flag, regardless of all the USMC guys in the flag radius trying to prevent the MEC from retaking south city while the other squads work on taking back the docks.ChizNizzle wrote:You are kinda right, but any form of stalling with the capping time is beneficial to the rushers. With completely disabled capping it would mean that rushers wont go for the flag, but rather for roads and areas the enemy will come from as flag doesnt have any effect on them and this is the problem youre saying about hiding and seeking. If flag area is nice and handy, sure, they ill use it, but for the sole purpose of killing/disctracting the enemies.
Rushing will be more tactical and hard this way as youll have to fing good enemy approach lines, be prepared for everything, know the map and be fast *** hell not just drive to the flag because they will be there.
Short, you will have to kill/stall the enemies effectively before they get into the cap radius for your rushing maneuver to be most efficient. There, rushing reinvented.![]()
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Arnoldio
- Posts: 4210
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Re: Flag capping disabled
You got me all confused with those flags lol. Remember, we are talking about flags that are not in play for both teams at the same time, and IMO they should be taken as "open ground" with no objective for the other team. When the flags join so you have to defend yours while attack theirs and vice versa, the current capping option will be used, to prevent thing you said.[R-DEV]Rhino wrote:I'm also thinking of situations where like for example on muttrah, your holding the South city flag which is neutral, but the MEC managed to capture docks. Now all the MEC would need to do is get two guys somewhere in the flag radius, hiding in a little ally way behind a crate and just cap the flag, regardless of all the USMC guys in the flag radius trying to prevent the MEC from retaking south city while the other squads work on taking back the docks.
On flags in play, you want to keep current cap block when enemies are in to extend the firefights and ensure that area is cleared, as youve said in previous posts.
This would make battles more concentrated, also frontline would probably move more realistically.

Orgies beat masturbation hands down. - Staker
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Rhino
- Retired PR Developer
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Re: Flag capping disabled
neither team at the moment can capture "flags that are not in play for both teams at the same time" as it is currently?
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Kain888
- Posts: 954
- Joined: 2009-04-22 07:20
Re: Flag capping disabled
Then maybe keep that flag capping disabled only for some time after round starts? Then you would be able to cap as now. It would solve rushing problem and would work in situations like Rhino described.
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: Flag capping disabled
Whait, what? 
Lets say on every map there is 2 mainbase flags + 4 neutral flags to be capped (2 for each team in order until they meet).

MEC would rush docks at this moment, but currently, when USMC come, MEC will slow down the capping or even stop it if there is not enough USMC in the radius. Im asking for removal of MEC being able to interfere with the capping of flag they are not currently connected with just by hiding. Now yes, USMC could cap docks just by hiding somewhere but that is the MECs rush team problem by not finding them and killing them.
In perfect scenario, NC should be in US hands and CC in MEC hands. In this case current rules apply (enemy can stop capping)
Lets say on every map there is 2 mainbase flags + 4 neutral flags to be capped (2 for each team in order until they meet).

MEC would rush docks at this moment, but currently, when USMC come, MEC will slow down the capping or even stop it if there is not enough USMC in the radius. Im asking for removal of MEC being able to interfere with the capping of flag they are not currently connected with just by hiding. Now yes, USMC could cap docks just by hiding somewhere but that is the MECs rush team problem by not finding them and killing them.
In perfect scenario, NC should be in US hands and CC in MEC hands. In this case current rules apply (enemy can stop capping)

Orgies beat masturbation hands down. - Staker







