Idea, Experimental AAS/twist

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General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Idea, Experimental AAS/twist

Post by General Dragosh »

Hai thar peeps.

Happy new year and christmas (thou a bit late on the later)
To start the thread with some friendly ambience.

Coupple of days ago i stumbeled uppon a idea for the AAS mode. More like a twist.
a AAS vSomething, might be called PAS( as in plan and secure, a little twist, but lets get to that later)

In short,
at the beginning of the round no flags are present(visually), when the round starts the first flag appears, then as you take flag by flag they reveal the next connected map and so on, untill the last flag is revealed.

Now the lengthly wersion,

AAS is fun, flanking ambusing yada yada yada, but one thing i saw that is sometimes a bit silly is that everyone sees every flag on the map. So basicly the oposing teams know each others most secret tactical plan (huh ?! how is that even possible ??!?!) which is a wee bit silly.

So the idea struck me (funny, i didnt wear a helmet at the time), what if you cant see the flags, that would basicly throw obvious strategy out of the window.

The basic principle of the idea is as follows:

AAS should be the base of the core mechanic, then the next layer should be the cache mechanic, except that all the flags spawn in the beginning but get revealed in increments, flags get revealed as capturing flags goes on.

It is important to know that every side has their own "pool" of visible flags, so here's a graphical representation on how the system would work
Red represetn RU, blue represent MI

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They are detatched from another, so one side cant see and will not see what what the other side see's.
With that said, this should bring new strategies to light. Before, you allready knew where flags were in advance so you could plan accordingly. But with this system, its practicly impossible to plan accurately, and that's where the fun lyes.

Not sure if it's possible to code, but since it borrows from 2 allready existing mechanich i would assume its possible.

:)
[img][/img]Newly ordered sig !


AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: Idea, Experimental AAS/twist

Post by AFsoccer »

General Dragosh wrote: Not sure if it's possible to code, but since it borrows from 2 allready existing mechanich i would assume its possible.
I'm not sure either, but it would likely remove some of the "rush the enemy's second flag" tactic that I've never been fond of. I would like to see the current flag and the next flag displayed though, instead of just the current flag.
Mikemonster
Posts: 1384
Joined: 2011-03-21 17:43

Re: Idea, Experimental AAS/twist

Post by Mikemonster »

Hey Dragosh that idea is brilliant mate. Top stuff.

As said it will stop all of the flag rshing BS, and I also believe it will focus assets including snipers, because lonewolves will have less obvious places to go and camp.
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: Idea, Experimental AAS/twist

Post by Vista »

I like the idea.
MaSSive
Posts: 4502
Joined: 2011-02-19 15:02

Re: Idea, Experimental AAS/twist

Post by MaSSive »

Nice idea. I hope your head is fine tho. I dont have any objections to this. As a placeholder for devs to think about it and work it out its great. Maybe devs redo one existing map with this system and let us test it?
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ledo1222
Posts: 689
Joined: 2009-03-16 01:39

Re: Idea, Experimental AAS/twist

Post by ledo1222 »

Best Idea EVEOR!
-The Mods cant Silence me!
-Its all a Conspiracy all OF IT!
-Boys get the duck tape ready..... Umm.....

Been palying PR:ARMA2 since 0.1v beta
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Loller
Posts: 64
Joined: 2009-03-16 09:11

Re: Idea, Experimental AAS/twist

Post by Loller »

+1 Think this a brilliant idea , hope there is something that could be done to implement it. :D
Navo
Posts: 1389
Joined: 2011-05-22 14:34

Re: Idea, Experimental AAS/twist

Post by Navo »

This will spice up those boring Muttrah rounds!
karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: Idea, Experimental AAS/twist

Post by karambaitos »

thats an awesome idea, but would only work well on maps that utilize AASv4 maps like kashan or mutrah would have to be redone because everyone would know what the enemies next flag is going to be after a few round (old players will already know this)
i think adding a slight timer to when the next flag appears would be good too, to simulate reconing enemy build up of sorts
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
BoZo_135
Posts: 130
Joined: 2011-04-23 16:40

Re: Idea, Experimental AAS/twist

Post by BoZo_135 »

If this is implemented, it will remove the enemy team's ability to track your team's progress as you advance and capture flags. :D

Me gusta +1
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: Idea, Experimental AAS/twist

Post by Shovel »

I like it, and i think it might be possible.

We already have little attack markers for the next flag in play, so we could keep those and remove the other flag icons.
Shovel009
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: Idea, Experimental AAS/twist

Post by sweedensniiperr »

what would be really cool though is that the objectives change after a while..kinda hard for me to put this but let me try show you this in paint(Lol)

in the first pic i've illustrated my belief of how this suggestion will work. two team(red/blue) and flags=circles. The black dot indicates that the flag is not visible for vice versa teams. the two flags with no dots are bot visible for both teams but also cappable.
Image

here i've marked some flags as X meaning that they're unknown for both teams ie they don't show for any team until....
Image

some team caps the next flag.
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Wadziu
Posts: 115
Joined: 2008-08-17 15:40

Re: Idea, Experimental AAS/twist

Post by Wadziu »

It would work fine with old version of AAS, but it won't work in AAS4, as you have shown on Kozelsk example. As long as you know all of the AAS4 path layouts on each map you can easily predict next flag location.
declan54321
Posts: 267
Joined: 2011-01-06 16:07

Re: Idea, Experimental AAS/twist

Post by declan54321 »

If the flags could be randomized, it would be awesome; kind of an insurgency AAS thing. I think that would make the game MUCH better.
karambaitos
Posts: 3788
Joined: 2008-08-02 14:14

Re: Idea, Experimental AAS/twist

Post by karambaitos »

Wadziu wrote:It would work fine with old version of AAS, but it won't work in AAS4, as you have shown on Kozelsk example. As long as you know all of the AAS4 path layouts on each map you can easily predict next flag location.
you mean assv1 since assv4 is based on randomish locations following supply lines, so predicting it isnt that easy, of course you can do it if your a complete ****** and print print out the map with all the flags and supply lines
There is only one unforgivable lie That is the lie that says, This is the end, you are the conqueror, you have achieved it and now all that remains is to build walls higher and shelter behind them. Now, the lie says, the world is safe.? The Great Khan.

40k is deep like that.
LieutenantNessie
Posts: 1314
Joined: 2011-06-15 12:08

Re: Idea, Experimental AAS/twist

Post by LieutenantNessie »

Niice idea, although I do think mainbases should be shown so no accidental baserapes
realitymod.com drives me to drink.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Idea, Experimental AAS/twist

Post by Arnoldio »

I suggested (something like) this quite some time ago, and somebody else did a bit less time ago, who moderates this?

Ofcourse i am all for this idea.

https://www.realitymod.com/forum/f18-pr ... led-3.html

https://www.realitymod.com/forum/f10-pr ... wrong.html

Stuff like this was covered in those 2 threads, epscialy the second thread evolves into this exact scenario here:

https://www.realitymod.com/forum/f10-pr ... ost1431012
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PoisonBill
Posts: 682
Joined: 2010-10-11 14:25

Re: Idea, Experimental AAS/twist

Post by PoisonBill »

Wow, took me a while to understand exactly what you meant, good idea! :D
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Idea, Experimental AAS/twist

Post by Wicca »

Hey! Good idea! Really like where this ideas are going.

This can be a basic idea. Then on 4k maps one might have a "2flag" layout where 2 flags are revealed. Both can be capped. And if you cap both the enemy looses 30 tickets. Then two new flags appear.
Xact Wicca is The Joker. That is all.
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