AAS Flag Resources
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slippp
- Posts: 10
- Joined: 2009-10-04 21:35
AAS Flag Resources
Hey guys, I recently got back into playing Project reality, I haven't really played since 2010, but yeah, I like what you guys did to the place it has been a big difference since I was last playing, back in the days of old.
The other day I was playing AAS on Saaremaa(?) and one of the objectives was to capture the "Abandoned House". There was a huge firefight, gun runs, APC's etc. all that fun stuff. In the heat of the battle I was wondering "Wow, all this for that abandoned house?". That was when I realized, what if it was actually worth something (Other than the fact it allows you to cap the next flag). I thought to myself, in real life there wouldn't really be a huge battle over a two story house unless it was a key position for something like a command centre or outpost (FOB). Get what I'm saying so far?
So what if each flag or outpost gave a "resource" to each team, such as capping the first objective for each team allowed the APC's to spawn, the second allowed them to build 2 FOB's instead of 1, the third allowed heavy armor to spawn, fourth spawned CAS etc.
I think that with this it would encourage players to help contribute to the fight, instead of APC and CAS squads standing on the carrier for the first 15-20 minutes of the battle, or those "SNIPER RECON 360 NO SCOPE 2 MAN LOCKED #2014" squads to contribute to the battle. It would help boost morale in the squad knowing "If we take that objective, we will have attack choppers over our heads".
Again guys, I recently got back and have been playing for about a month now, if anyone has ideas, comment here, if this was posted already, sorry moderators, I couldn't find any other suggestions like this.
The other day I was playing AAS on Saaremaa(?) and one of the objectives was to capture the "Abandoned House". There was a huge firefight, gun runs, APC's etc. all that fun stuff. In the heat of the battle I was wondering "Wow, all this for that abandoned house?". That was when I realized, what if it was actually worth something (Other than the fact it allows you to cap the next flag). I thought to myself, in real life there wouldn't really be a huge battle over a two story house unless it was a key position for something like a command centre or outpost (FOB). Get what I'm saying so far?
So what if each flag or outpost gave a "resource" to each team, such as capping the first objective for each team allowed the APC's to spawn, the second allowed them to build 2 FOB's instead of 1, the third allowed heavy armor to spawn, fourth spawned CAS etc.
I think that with this it would encourage players to help contribute to the fight, instead of APC and CAS squads standing on the carrier for the first 15-20 minutes of the battle, or those "SNIPER RECON 360 NO SCOPE 2 MAN LOCKED #2014" squads to contribute to the battle. It would help boost morale in the squad knowing "If we take that objective, we will have attack choppers over our heads".
Again guys, I recently got back and have been playing for about a month now, if anyone has ideas, comment here, if this was posted already, sorry moderators, I couldn't find any other suggestions like this.
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AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: AAS Flag Resources
This is something many mappers have thought about (and we've even implemented it on a few older maps) but it usually doesn't work as well as we hope. The problem is the better a team is, the more resources it gets (like attack helos, as you mentioned). It captures the central flag and gets an extra APC, then the next flag gives them arty, etc. So not only is it already doing well, but with the extra stuff now it's just that much more powerful and the steamroll begins. However, I've actually considered doing the opposite... If a team is down to it's last flag, it's get reinforcements (an extra tank, etc.) to help them push back.
But... as always, we are open to ideas so feel free to elaborate or add subtleties to this idea. Or maybe this idea got someone thinking about something similar, etc.

But... as always, we are open to ideas so feel free to elaborate or add subtleties to this idea. Or maybe this idea got someone thinking about something similar, etc.
Last edited by AFsoccer on 2014-01-08 01:01, edited 1 time in total.
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Rolling_Ruedo
- Posts: 51
- Joined: 2013-09-12 00:31
Re: AAS Flag Resources
I like the idea, but I think it does need a bit of counter balance. I think that maybe small bonuses (flag acts as a mini-FOB, a free HMG nest or a logi etc; ) would be good incentive to help good teams keep their momentum going.[R-DEV]AFsoccer wrote: However, I've actually considered doing the opposite... If a team is down to it's last flag, it's get reinforcements (and extra tank, etc.) to help them push back.
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And as you said maybe the team that is down in flags could get a few bonus "reinforcements" to help them get back in the game. I think giving big things like CAS and armor to the winning team though would be a mistake, it would just become a big snowball effect.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: AAS Flag Resources
Perhaps it should be commander bonuses? Air resupply, variations on a smaller area attack?
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slippp
- Posts: 10
- Joined: 2009-10-04 21:35
Re: AAS Flag Resources
Yeah, I guess I never thought of that, but I guess it might work for smaller things like allowing soldiers to build extra FOB's and HMG, AA and TOWs.[R-DEV]AFsoccer wrote:This is something many mappers have thought about (and we've even implemented it on a few older maps) but it usually doesn't work as well as we hope. The problem is the better a team is, the more resources it gets (like attack helos, as you mentioned). It captures the central flag and gets an extra APC, then the next flag gives them arty, etc. So not only is it already doing well, but with the extra stuff now it's just that much more powerful and the steamroll begins. However, I've actually considered doing the opposite... If a team is down to it's last flag, it's get reinforcements (an extra tank, etc.) to help them push back.
But... as always, we are open to ideas so feel free to elaborate or add subtleties to this idea. Or maybe this idea got someone thinking about something similar, etc.
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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
Re: AAS Flag Resources
never agreed more!
But I figured the USMC was fighting for the Abandon House for the homeless in Detroit.
I think this would be a good idea.
How about...
IF the team caps it. They get 15-30 ticket gain?
Commander gets ability to lase targets for cas (hehe)
Team has ability for 3 tows on the map (I think max is 2 iirc)
Gives the friendly team like 2 APC's if they are bleeding. (Or cas)
But it depends.
Example..
I am on USMC. (We are very powerful teamwork wise)
We are dominating the enemy in assets. And capped every single flag in 15 minutes.
So basically, the enemy team is screwed...
And they have no chance of getting the extra resource or w/e the item is for having that middle flag.
So I guess it wouldn't be fair?
But what the dev's said. Balance would be issue.
Since on Beruit, the IDF loves rushing the docks.... so pretty much Russia could never get any APC's there. IF the devs implanted that into the game.
But I figured the USMC was fighting for the Abandon House for the homeless in Detroit.
I think this would be a good idea.
How about...
IF the team caps it. They get 15-30 ticket gain?
Commander gets ability to lase targets for cas (hehe)
Team has ability for 3 tows on the map (I think max is 2 iirc)
Gives the friendly team like 2 APC's if they are bleeding. (Or cas)
But it depends.
Example..
I am on USMC. (We are very powerful teamwork wise)
We are dominating the enemy in assets. And capped every single flag in 15 minutes.
So basically, the enemy team is screwed...
And they have no chance of getting the extra resource or w/e the item is for having that middle flag.
So I guess it wouldn't be fair?
But what the dev's said. Balance would be issue.
Since on Beruit, the IDF loves rushing the docks.... so pretty much Russia could never get any APC's there. IF the devs implanted that into the game.
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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
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Darman1138
- Posts: 569
- Joined: 2013-02-01 03:50
Re: AAS Flag Resources
Problem with deployable supply crates is that it invades on the logistical part of PR. PR isn't all about combat. Sometimes CAS does supply drops or someone creates a Logi squad and all they do is deliver supplies to the front lines.
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AFsoccer
- Retired PR Developer
- Posts: 4289
- Joined: 2007-09-04 07:32
Re: AAS Flag Resources
It's funny you mentioned Ramiel because this is one of the few instances where we use this technique and it works. On the AAS layer (Blackhawk Down) the US gains Humvees on the second flag and UN APCs on the fourth. But that's because I knew the US would have a hard time breaking through at the start and needed something to re-gain momentum as their tickets were undoubtedly cut down trying to secure the first crash site.
So yeah, I think it's a good idea in special circumstances... but having essential assets spawn on middle flags is probably not a good idea and would only further encourage flag rushes (to prevent the other team from getting their assets).
So yeah, I think it's a good idea in special circumstances... but having essential assets spawn on middle flags is probably not a good idea and would only further encourage flag rushes (to prevent the other team from getting their assets).
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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
Re: AAS Flag Resources
I would not mind.... who ever is controlling majority of the flags in the round.
Gets to use UAV.
Also, what about Muttrah?
The MEC has to cap SC to get their Logi's.
I realised on Muttrah, the 'flag rushers' are almost rare now,. (even though admins kick for people rushing flags)
To get the logi's and make fobs, you HAVE to cap SC.
Wouldn't mind having that implanted in some maps.
Gets to use UAV.
Also, what about Muttrah?
The MEC has to cap SC to get their Logi's.
I realised on Muttrah, the 'flag rushers' are almost rare now,. (even though admins kick for people rushing flags)
To get the logi's and make fobs, you HAVE to cap SC.
Wouldn't mind having that implanted in some maps.
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Xander[nl]
- Posts: 2056
- Joined: 2007-05-24 13:27
Re: AAS Flag Resources
Forgotten Hope 2 has this mechanic on many maps, and it works great. When a team loses (a) certain (amount of) flags, they get assets to help them recover. When they're down to the last flag, the losing team usually gets overpowered assets (like 2 Panthers and a Tiger II, when the Allies only have Shermans and Cromwells) so they suddenly stand a real chance of beating back. Usually after this initial counter-attack the enemy manages to mobilize forces to neutralize these powerfull assets and the battle is evenly devided once more and kind of starts over again.[R-DEV]AFsoccer wrote: However, I've actually considered doing the opposite... If a team is down to it's last flag, it's get reinforcements (an extra tank, etc.) to help them push back.
It makes the maps / gameplay much more dynamic.
I would definately recommend contacting one of the FH2 devs about this, to ask their professional opinion on the matter. I think it could really improve PR's gameplay. Would take some testing though, because it might not work out as good in PR because of the limited spawn points.
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eversmen_br
- Posts: 60
- Joined: 2014-01-16 17:43
Re: AAS Flag Resources
One supply crate , 3 ammo crates or a light vehicle could be a reward for the flag cap (just one thing per flag, advanced flags)
Just small stuff ... would be fun and helpful without giving too much advantage to one side. maybe give something a little better if a team has it's back against the wall and is able to recap one of the initial flags.
That's what i love about pr the number of variables to be taken into account during combat... the different objectives and tactics .
Just small stuff ... would be fun and helpful without giving too much advantage to one side. maybe give something a little better if a team has it's back against the wall and is able to recap one of the initial flags.
That's what i love about pr the number of variables to be taken into account during combat... the different objectives and tactics .
Last edited by eversmen_br on 2014-01-21 15:29, edited 5 times in total.
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boberczus
- Posts: 126
- Joined: 2010-07-06 03:56
Re: AAS Flag Resources
I agree with OP and have in idea on my own.
How about timed reinforcements. There is fighting going and for example after ~1hr (when the game starts to slow down) some heavve astes would appear for both sides. That would give match some freshness and would make people change thei tactics accordingly.
How about timed reinforcements. There is fighting going and for example after ~1hr (when the game starts to slow down) some heavve astes would appear for both sides. That would give match some freshness and would make people change thei tactics accordingly.
Yea... right...
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: AAS Flag Resources
problem is there that there are assets that do work at lower pops that would need those kits, m113 apcs, the 50cal chinese APC, transport helicopters etc.T.A.Sharps wrote:What if the DEVs at least implemented a team population requirement on when you can request crewmen or pilot kits?
Maybe python can block certain vehicles at lower populations, not sure.
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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
Re: AAS Flag Resources
Wouldn't that python crash servers RUDD?
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piepieonline
- Retired PR Developer
- Posts: 433
- Joined: 2009-07-22 00:41
Re: AAS Flag Resources
Python can do it, but each vehicle would probably have to be assigned separately - RAE does this already, to a degree.
And no, it shouldn't have any bearing on server stability, really...
And no, it shouldn't have any bearing on server stability, really...



