In vBF2 allmost all the battles ended suddenly when one team had run out of tickets while there was actually no reason for that on the battlefield. In PR this already reduced, some battles really end by one team completly conquer the map, but I think it wouldbe cool if every battle ends like that. IRL battles doesnt end suddenly and so shouldnt they in PR.
Would it be possible (I hardly know antything about coding and the BF engine and stuff) to make it so that a team gets, lets say 50 tickets when they capture a CP. This way a team that makes a tactical mistake but can recover itself is able to keep fighting and eventually even win. Ofcourse the timer should still remain to prevent a game to go on for too long.
I know that this isnt a perfect idee or something but I just like to see other opinions and ideas. I see most people like longer battles and the new maps for 0.4 a mostly quiet big but I also like the smaller maps but still want them to end properly. I like it very much to see a great game of teamwork ended with real victory on the battlefield and not just some lame sudden end because the other teams tickets are up.
map endings
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DJJ-Terror
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ArmedDrunk&Angry
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=|Azeitona|=
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Barendz
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But that doesnt become impossible, it just gets very hard. You have to kill much more attackers then losing defenders which is just like in a real battle.I think it is realistic that you can lose even though you have all but one flag.
In real life many battles have been won by a stubborn defender wearing down the attacker.
BTW thanks for the posstive imput
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NikovK
- Retired PR Developer
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I agree completely. Some maps could have the mission goal to wear down an attack while the main force retreats. In that case, lasting for 20 minutes or killing 300 enemies counts as victory, since the territory is being given up.ArmedDrunk&Angry wrote:I think it is realistic that you can lose even though you have all but one flag.
In real life many battles have been won by a stubborn defender wearing down the attacker.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.
Genius behind many Really Stupid Ideas, and some Decent Ones.

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Barendz
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Thats true but its a specific scenario. When a mapper has that scenario in mind for his map he could choose to leave the extra tickets out but on most maps both teams try to conquer the entire map.'[R-DEV wrote:NikovK']I agree completely. Some maps could have the mission goal to wear down an attack while the main force retreats. In that case, lasting for 20 minutes or killing 300 enemies counts as victory, since the territory is being given up.
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Downtown_two
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Barendz
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I just realised its also a good instrument for assymetrical battle for the possible insurgents faction. For example when you want a map where the insurgents has to defend a city or something, with the extra tickets you could make it harder for the USMC to take points because if they do they get extra tickets and can go on.
Maybe its also something for muttrah city, i've seen it happen quiet often that the USMC takes so much losses that when the eventually take park they are already certain to lose because of the lost tickets. When they get extra tickets after capturing park we could see battles that take place beyond that, mosk market etc etc. (no offense to Rhino though, i like muttrah alot but its a shame it always ends around park)
Maybe its also something for muttrah city, i've seen it happen quiet often that the USMC takes so much losses that when the eventually take park they are already certain to lose because of the lost tickets. When they get extra tickets after capturing park we could see battles that take place beyond that, mosk market etc etc. (no offense to Rhino though, i like muttrah alot but its a shame it always ends around park)


