What are currently the value of capture points?

General discussion of the Project Reality: BF2 modification.
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NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

What are currently the value of capture points?

Post by NyteMyre »

I noticed a lot lately during games that capping flags have become less of a priority in games. Why? Because it basically requires a lot of resources, assets, tickets to capture a point, but there is not a real reward for it. I do believe there is some sort of penalty for losing a flag (30 tickets i.i.r.c.) but, that only pays off you lost less than 30 tickets yourself trying to capture it.


Then you have the last flag which adds a massive ticket bleed to a team, which also basically marks the end of a game. But unless you are really steamrolling trough the enemy team, it's a pretty rare thing.

I also see the flags more of a "guideline" for the map. The enemy will probably be here, here and here (unlike CnC games). Shouldn't flags be more of a central role in PR?
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: What are currently the value of capture points?

Post by matty1053 »

I don't get what you are saying.


Are you saying people don't go for flags often?

Then that answer is yes/no.
Gracler
Posts: 947
Joined: 2009-03-22 05:16

Re: What are currently the value of capture points?

Post by Gracler »

Your right you lose 30 tickets for a lost flag.

I agree that 30 tickets is a poor reward for capturing a flag when you easily lose many more tickets exposing yourself on a known location. 50 or 60 tickets sounds more reasonable to me. This would also reward a counter attack if your team was beaten all the way back to a ticket bleed and then regaining control of a couple of flags.

If it was 60 tickets it should also take twice as long to capture though so you don't get some crazy ninja rounds where the middle flag is changing hands constantly ending the game prematurely.
yellodeath
Posts: 30
Joined: 2013-04-23 00:59

Re: What are currently the value of capture points?

Post by yellodeath »

pretty sure they upped the ticket loss on flag caps on aas lrg layouts but i might be wrong, cant find it in notes, think im wrong

I tend to look at flags as a way of forcing chokepoints, namely a way to figure out where your enemy is going to be, capping certain flags, or fighting for them can be a good or bad thing, sometimes it's not worth capping a flag if you've lost it, or you already have a superior flag, set up an apc or AA in between a flag you dont have and your enemies base and you're guarenteed to get a few choppers
Last edited by yellodeath on 2013-11-14 08:05, edited 1 time in total.
sparks50
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Re: What are currently the value of capture points?

Post by sparks50 »

This is interesting, I thought that all capped flags caused a bleed to the opposite team.
Last edited by sparks50 on 2013-11-14 08:56, edited 2 times in total.
Rabbit
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Joined: 2006-12-17 15:14

Re: What are currently the value of capture points?

Post by Rabbit »

sparks50 wrote:This is interesting, I thought that all capped flags caused a bleed to the opposite team.
That is how most people set it up. You assign a value to each flag for each team. you can set it in low values to add up to 100, or just make the last flag 100, doesn't really matter.
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ghostfool84
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Re: What are currently the value of capture points?

Post by ghostfool84 »

No he meant a constant bleed like "lose 5 tickets every 10 seconds". That does only happen on "bleeding flags" (Red marker, usually the last cappable flag)
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K4on
Retired PR Developer
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Re: What are currently the value of capture points?

Post by K4on »

if you dont defend flags, you will lose. so they are important to gameplay?
ghostfool84
Posts: 503
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Re: What are currently the value of capture points?

Post by ghostfool84 »

But why pushing a flag further if your current flag has nice defend assets and you will proberly lose more tickets than the enemy. Team KDR and who has wasted how many assets in PR is much importent than the flags...
Last edited by ghostfool84 on 2013-11-14 16:37, edited 1 time in total.
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Xander[nl]
Posts: 2056
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Re: What are currently the value of capture points?

Post by Xander[nl] »

[R-DEV]K4on wrote:if you dont defend flags, you will lose.
Exactly, that's the problem.

There is no purpose in attacking because in most cases it costs (way) too many tickets to capture a ''half way'' flag.

Like with Muttrah's middle flags, what's the point in attacking the next flag (given that the teams are evenly balanced)? That next flag holds no value because it doesn't make you win the match, but attacking it will definately cost you more tickets than it will cost the enemy to lose it. Every smart team will just dig in and wait for the enemy to come, which makes for poor gameplay.
Gracler
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Joined: 2009-03-22 05:16

Re: What are currently the value of capture points?

Post by Gracler »

Wasn't it in bf1942 (or is that how bf2 vanilla works? so long since I played that) where there was always an even number of flags and as soon as the balance was tipped a small bleed started that got worse the more it was tipped.

That way there is a big incentive to tip the balance in your favor making even a small advance very beneficial if you can maintain it long enough.

Right now like mentioned you hurt your team by advancing if your current flag is easier to defend and your team is not strong enough to end the game.
NyteMyre
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Re: What are currently the value of capture points?

Post by NyteMyre »

[R-DEV]K4on wrote:if you dont defend flags, you will lose. so they are important to gameplay?
exactly, so what's the point of attacking flags?
Wasn't it in bf1942 (or is that how bf2 vanilla works? so long since I played that) where there was always an even number of flags and as soon as the balance was tipped a small bleed started that got worse the more it was tipped.
Yes, and the more flags you lost, the faster your ticket bleed. In PR, only the last flags (i think) cause a ticket bleed.


To be honest, i think the current way AAS is played kinda dull... capping the last (bleed) flag is rare, so the games basically turns in a massive ticket based TDM where flags are kinda guidelines on where should move. Unlike games like Day of Defeat and Team Fortress, where your spawnpoint moves up (and/or the enemies moves back), there is no reward for capping a flag.

Example:
You and your squad move into a capping area and you neutralize and cap the enemy flag. The enemy loses 30 tickets because of this. They quickly organize a counter attack and your squad is forced to retreat. They recap the flag because you couldn't hold it.

What changed?
Both teams lost 30 tickets, but the frontline is still the same.



Suggestions
Okay, i just realized i'm turning this into a suggestion now :p

Anyway, i always had the idea of that capping flags would mean something to the map. I really liked the idea in the old korengal that you could capture an optional flag which spawned a Little bird in your main base. This could also be translated to other maps.

For example, you have a capture point called "Anti Air Radar". As long as the enemy team holds this flag, jets will not spawn on the map. Capping this flag is thus crucial for both teams to either get or ignore air support for one team.
Last edited by NyteMyre on 2013-11-14 20:32, edited 2 times in total.
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