Flag capping disabled

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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Flag capping disabled

Post by Rhino »

yep rgr, but without extra python code on top of that suggestion, that capping logic would also apply to scenarios later in the game, where "rushing" isn't a factor like the start of the game. Like if the USMC had neutralized North city (think I said south city before, meant north) and the MEC had fully captured docks, then with your capping logic above, MEC would only need to get 3 guys to hide in an ally way, in the cap radius and would be able to capture the north city flag with no problems, even thou there is like 2 squads of marines on it :p
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sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Flag capping disabled

Post by sweedensniiperr »

i think there's been a misunderstanding here. bit i might aswell confused... :/

well i see it like this:
Ex.
MEC rush docks in the beginning of muttrah. ofcourse docks is cappable for US. but since MEC doesn't have north city they can't stall the capping of docks.
...
maybe i can make a paint..
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Flag capping disabled

Post by BroCop »

Doesnt sound good to me tbh. It's gonna make it as linear to the point of retardation. Rushing is already a gamble. Dont make rushing a gamble that gives you no payout at all
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Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Flag capping disabled

Post by Kain888 »

CroCop wrote:Doesnt sound good to me tbh. It's gonna make it as linear to the point of retardation. Rushing is already a gamble. Dont make rushing a gamble that gives you no payout at all
With current mechanics rush is hardly a gamble. It's win-win tactics on many maps. Gamble would be in mechanics that ChizNizzle described, when you have to actually fight when rushed, not just hide in some spot.
BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Flag capping disabled

Post by BroCop »

Kain888 wrote:With current mechanics rush is hardly a gamble. It's win-win tactics on many maps. Gamble would be in mechanics that ChizNizzle described, when you have to actually fight when rushed, not just hide in some spot.
Sorry bro but your missing the point that the attackers just need to hide
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Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Flag capping disabled

Post by Kain888 »

CroCop wrote:Sorry bro but your missing the point that the attackers just need to hide
Not missing the point but explaining how current mechanics works. ;]
Zoddom
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Joined: 2008-02-11 15:29

Re: Flag capping disabled

Post by Zoddom »

CroCop wrote:Sorry bro but your missing the point that the attackers just need to hide
and? wouldnt this be better than when the rushers only need to hide? shouldnt the rusher do something to achiev their goal? shouldnt THEY attack the enemy who is capping the flag?
and whats wrong with hiding while capping a flag which was totally neutral before? since they havent been any enemies before the flag doesnt have to be conquered, or am i totally wrong? it would also "simulate" taht the attackers entrench themselves
Arnoldio
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Re: Flag capping disabled

Post by Arnoldio »

[R-DEV]Rhino wrote:yep rgr, but without extra python code on top of that suggestion, that capping logic would also apply to scenarios later in the game, where "rushing" isn't a factor like the start of the game. Like if the USMC had neutralized North city (think I said south city before, meant north) and the MEC had fully captured docks, then with your capping logic above, MEC would only need to get 3 guys to hide in an ally way, in the cap radius and would be able to capture the north city flag with no problems, even thou there is like 2 squads of marines on it :p
In that case, what are 2 squads of USMC doing in NC when they should be retaking Docks?

It could be left wth my suggestion and those 2 squads get "punished" by not being able to cap because they lost docks, (as in NC is not their current objective), but im afraid that this woul limit the gameplay a bit...

OR

Additional python code is made saying that after a flag is completely capped by one side, current rules apply to it, but before (at the start of the round), my logic is implemented, wich would mean that (even though you know all flags before), it becomes a GPO after the assigned side caps it.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Flag capping disabled

Post by Rhino »

ChizNizzle wrote:In that case, what are 2 squads of USMC doing in NC when they should be retaking Docks?
Because the USMC managed to neutralize the North City flag, but the MEC managed to push right though the defences at docks and fully capture it.

When that sort of situation happens, which right now it happens quite a lot on many maps. Just the other day we had a situation like that on fools road on TG, where we (the brits) had neutralized the hill estate, but the militia managed to cap the train yard area. We where able to hold off the militia attack quite a lot while our other squads went to get the train yard area back. If the militia where able to capture the hill estate, despite us being there and had spent a lot of blood capping it (and then also holding it) then the milita would have easily been able to push the fight all the way back to the brit main since we wouldn't have been able to react to the fall of the train yard fast enough, with us all at the hill estate.
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Zoddom
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Re: Flag capping disabled

Post by Zoddom »

[R-DEV]Rhino wrote:Because the USMC managed to neutralize the North City flag, but the MEC managed to push right though the defences at docks and fully capture it.

When that sort of situation happens, which right now it happens quite a lot on many maps. Just the other day we had a situation like that on fools road on TG, where we (the brits) had neutralized the hill estate, but the militia managed to cap the train yard area. We where able to hold off the militia attack quite a lot while our other squads went to get the train yard area back. If the militia where able to capture the hill estate, despite us being there and had spent a lot of blood capping it (and then also holding it) then the milita would have easily been able to push the fight all the way back to the brit main since we wouldn't have been able to react to the fall of the train yard fast enough, with us all at the hill estate.
but if we changed it, you still couldve prevented the militia from capping by fighting them and eliminate them.
it would be just the same, only the ones who block have to do something for it. much more realistic and exciting imo
Rhino
Retired PR Developer
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Re: Flag capping disabled

Post by Rhino »

Zoddom wrote:but if we changed it, you still couldve prevented the militia from capping by fighting them and eliminate them.
it would be just the same, only the ones who block have to do something for it. much more realistic and exciting imo
Much easier said than done with a huge flag radius. The Hill Estate is a flag where you can just about do this since most of the flag radius is inside the compound walls and anywhere outside in the radius is exposed, but on flags like North City for muttrah, you can have guys hiding very well in any ally way or garden or building and they can come in from any direction pretty much where on flags like the Hill Estate on FR, any attackers are really funnelled into one of a bunch of pretty predictable attack roots that are pretty easy to cover.

So yes, while this would work for "objective based flags", ie, flags with small radius's around a focal point which btw PR doesn't have very many of now, "area control flags" like pretty much all the flags on muttrah other than the Fort, this wouldn't work one bit and it would mean you would have much less fighting than you would now.
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Zoddom
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Re: Flag capping disabled

Post by Zoddom »

but as you described it.... it would be more realistic.
Arnoldio
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Re: Flag capping disabled

Post by Arnoldio »

ChizNizzle wrote:It could be left wth my suggestion and those 2 squads get "punished" by not being able to cap because they lost docks, (as in NC is not their current objective), but im afraid that this woul limit the gameplay a bit...

OR

Additional python code is made saying that after a flag is completely capped by one side, current rules apply to it, but before (at the start of the round), my logic is implemented, wich would mean that (even though you know all flags before), it becomes a GPO after the assigned side caps it.
Then using this second option would be win-win situation.
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Flag capping disabled

Post by ComradeHX »

[R-DEV]Rhino wrote:yep rgr, but without extra python code on top of that suggestion, that capping logic would also apply to scenarios later in the game, where "rushing" isn't a factor like the start of the game. Like if the USMC had neutralized North city (think I said south city before, meant north) and the MEC had fully captured docks, then with your capping logic above, MEC would only need to get 3 guys to hide in an ally way, in the cap radius and would be able to capture the north city flag with no problems, even thou there is like 2 squads of marines on it :p
I thought a linear capture order was implemented for a reason.

Plus, losing docks mean that the supply depo is also lost and APC cannot get repaired(unless MEC fails to cover that area, in which case dock is not completely lost), taking back the docks would be the primary concern instead of meddling around NC when enemies are attacking/spawning both in front and behind that two squads.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Flag capping disabled

Post by Rhino »

Zoddom wrote:but as you described it.... it would be more realistic.
securing an area by hiding in a alleyway or garden and not by securing the entire area when there are enemies about is hardly "more realistic"
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Shovel
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Joined: 2010-08-26 14:23

Re: Flag capping disabled

Post by Shovel »

This idea would help stop people who get dropped "behind enemy lines" in Muttrah, and then prevent the MEC from capping south city.
Shovel009
Arnoldio
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Re: Flag capping disabled

Post by Arnoldio »

TheBobJeff wrote:This idea would help stop people who get dropped "behind enemy lines" in Muttrah, and then prevent the MEC from capping south city.
That was my point. Or MEC going to Docks...

But as i said, this should only apply when flag is neutral and wasnt capped fully by either side.
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Zoddom
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Re: Flag capping disabled

Post by Zoddom »

[R-DEV]Rhino wrote:securing an area by hiding in a alleyway or garden and not by securing the entire area when there are enemies about is hardly "more realistic"
after all it would be better for the gameplay.
But as i said, this should only apply when flag is neutral and wasnt capped fully by either side.
this wouldnt even be possible, cause then the flag would be the objective for both teams, and then either both or none would be able to capture it ;)
Arnoldio
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Joined: 2008-07-22 15:04

Re: Flag capping disabled

Post by Arnoldio »

Zoddom wrote:after all it would be better for the gameplay.

this wouldnt even be possible, cause then the flag would be the objective for both teams, and then either both or none would be able to capture it ;)
Im talking about flags that are not in play for both teams at once.
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