Hybrid Flag/Cache

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LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Hybrid Flag/Cache

Post by LITOralis.nMd »

This I guess would be an addition to AASv4 mechanics.
Three points.
1. INstead of the proposed single line of Flags being better sequenced in AASv4, I would propose each side be given it's own sequence of Flags inside the same logical path. The start point, middle point and end point of each path would be the same for each path but inverse, i.e. the main bases, but the routes taken would differ. ON top of that,
2. Once a side captures a flag, it disappears and the next flag spawns and first reveals in the path.
3. NO one knows the third flag they have to capture when a round starts because it hasn't been revealed on the map yet.

Currently on AASv3, the flags are available for all players to see from the moment the server runs the script to randomlyl locate the flags up until the moment the round ends.

I propose a hybrid objective that is takes parts of both Flags and Caches.

From existing Flag mechanics this hybrid uses:

Cap Radius.
neutral rules.
neutral visualisation in map screen.
(some other stuff)


--------------------------------------
From existing Cache mechanics this hybrid uses:

destruction of Cache spawns a new Cache.
Pre-placed special kits spawn on new cache. Kits could respawn after 5 minutes, or be one time spawn.
the collection of intelligence gives one side intel on the location of their own next hybrid flag.
(some other stuff)



The idea is that the capture of a hybrid flag will cause hybrid flag to disappear and will trigger the random spawning of a new flag.

This would allow both sides to see ONLY their main and their own first flag when the round starts. As the round progresses, they would see only their next flag objective and any current neutral flags.

Before the round starts, using the AASv4 code to create logical sequences of flags, this would lead to both sides reaching the same flag objective. Once one side captures the flag though, the other side would not have a prior captured flag to defend, instead the AASv4 code would choose another hybrid Flag in the logical sequence zone for the flagless side to attack and secure.

THis would simulate a turning point battle in every round for whichever flag is up for grabs by boths sides at the same time, and it would force the losers of the turning point battle to regroup outside of their prior path that they used to approach the turning point flag. The winners of the turning point battle would still have a new Flag to approach that may or may not have been the prior flag that the losers had already captured and disappeared.


This would stop rushers, say MEC rushing Docks flag in Muttrah, and would stop the prepositioning of assets and FOBs to block routes, which happens too often.

IF you increase servers to approx 120 players, adding a randomness to the Flags would create a much more fluid but also more focused front line, by revealing the next flag objective only after the prior one is capped, would create a focal point which even lone wolves won't be able to ignore.

Existing maps would require more Flag zones. IMHO the 4km maps could use more Objective options if you increase to 120 players and implement AASv4. Even if the new objective options are only 200M away on the next hilltop in each direction.
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