AAS Flag Resources

Suggestions from our community members for PR:BF2. Read the stickies before posting.
NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Re: AAS Flag Resources

Post by NyteMyre »

Damn, i almost suggested something similar today :p

My idea was a bit based on Team Fortress 2 Steel map.
Basically, you have a very strong opponent defending a main objective, and a starting weaker attacker who has to cap several flags to gain more assets.

The objective would be to cap the main enemy flag and win the game, but the attacking team is able to cap some various extra secondary flags that will aid in the attack on the main flag.

This will spread the defending team a bit more... they can defend the secondary flags to stop the attackers getting better weapons, but this will weaken the main flag defense and vice versa.
curahee150
Posts: 187
Joined: 2013-07-11 16:14

Re: AAS Flag Resources

Post by curahee150 »

How about this, each team starts out with x number of fobs they can build, every time they cap a flag they can build x more fobs, they also might be able to build more assets around a fob like instead of 5 HMGs around a fob they can build 10, same idea with foxholes.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: AAS Flag Resources

Post by matty1053 »

curahee150 wrote:How about this, each team starts out with x number of fobs they can build, every time they cap a flag they can build x more fobs, they also might be able to build more assets around a fob like instead of 5 HMGs around a fob they can build 10, same idea with foxholes.
Now, that would IMO hurt the gameplay with more fobs.

Why would you have 10 HMG's? It's not like people will man them the entire round, unless you are defending a flag.

Foxholes, I think that would work out better, and maybe Razorwire.
DETROIT TIGERS
Image
curahee150
Posts: 187
Joined: 2013-07-11 16:14

Re: AAS Flag Resources

Post by curahee150 »

matty1053 wrote:Now, that would IMO hurt the gameplay with more fobs.

Why would you have 10 HMG's? It's not like people will man them the entire round, unless you are defending a flag.

Foxholes, I think that would work out better, and maybe Razorwire.

10 Hmgs was just a number mabey more like 3 or 5.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: AAS Flag Resources

Post by matty1053 »

This would maybe work out...

Lets use...

Khami as a good example...

Right when round starts... US gets
x3 Logi's
x3 Trans Trucks
x2 Humvee
x1 Crow Humvee
x2 Bradley's
x2 Abrams
x2 BH
x1 Osprey (maybe...)
x1 F-18

MEC gets @ round start..
x3 Logi's
x3 Trans Trucks
x2 Armored Jeeps
x1 BTR 60
x2 BMP 2 (Or x1 BMP 2 and x1 BMP 3)
x2 T-72's
x2 COWs
x2 Gophers (If you guys don't know what the Gopher is.... it's the AA MTLB)

AFTER US gets the oil field flag, they get...
MAYBE x1 Bradley
I don't know though.
x1 A-10
x1 F-18
x2 Avenger
If/After MEC captures the Oil Fields flag, or Chem Weapons facility...
x2 MIG's
x1 Frogger


If people think this is a unbalanced IDEA, please feel free to just copy my post then edit it.
DETROIT TIGERS
Image
eversmen_br
Posts: 60
Joined: 2014-01-16 17:43

Re: AAS Flag Resources

Post by eversmen_br »

i think some of the assets could spawn on the flag itself ... stuff like a truck or jeep , supply and ammo crates or repair crate, some emplacements like barb wire or fox hole... maybe a Tow or AA.
Again just small stuff to mix things up . Every body loves a dynamic battlefield.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: AAS Flag Resources

Post by PLODDITHANLEY »

I've often thought that on the big maps when a flag is capped you get a logy and trans truck, allowing the capping squad to get a move on and deploy a FOB easily keeping the game fluid and moving, downsides are less work for trans and the steamroller effect....

The pointless flags have never bothered me as in every battle there are objectives that have to be taken just to remove the enemy, the fact that the position is full off enemies makes that the reason to attack it, we need flags to concentrate the action on PR.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: AAS Flag Resources

Post by matty1053 »

eversmen_br wrote:i think some of the assets could spawn on the flag itself ... stuff like a truck or jeep , supply and ammo crates or repair crate, some emplacements like barb wire or fox hole... maybe a Tow or AA.
Again just small stuff to mix things up . Every body loves a dynamic battlefield.

Aren't there that on Jabal? When USMC caps East Beach, they have to wait like 4 minutes for a logi, but once they cap they get a TOW there.


I do like your idea though. But I think it would be IMPOSSIBLE to script it. Since the engine is limited.
DETROIT TIGERS
Image
Xander[nl]
Posts: 2056
Joined: 2007-05-24 13:27

Re: AAS Flag Resources

Post by Xander[nl] »

PLODDITHANLEY wrote:The pointless flags have never bothered me as in every battle there are objectives that have to be taken just to remove the enemy, the fact that the position is full off enemies makes that the reason to attack it, we need flags to concentrate the action on PR.
Personally I think the concept of flags in PR is flawed. They are an indication where the enemy will probably be, but they are useless objectives. Most of the times it would be much better (looking at tickets) to camp at your own flag, let the enemy attack, and drain their tickets. If the teams are equal, there is no point in attacking unless you want to deliberately hurt yourself. If both teams play smart and camp, the match will end up in two teams defending their side of the map with some small skirmishes here and there, instead of the big battle that PR aims to create.

This is why IMO, there should be an extra incentive to attack flags besides the neglectable 30 ticket loss for the enemy upon full capture. What exactly is ofcourse open for discussion, because it should be something that's good enough to be worth attacking a flag, while also not being too good to prevent a steamroller effect.
Xander[nl]
Posts: 2056
Joined: 2007-05-24 13:27

Re: AAS Flag Resources

Post by Xander[nl] »

My point is that there is no point in attacking (when teams are equal), because attacking generally only costs tickets and the gains of capturing a flag are currently too low to justify attacking it. When teams are smart they just camp out and it completely ruins the pace of the game. You don't win a game by capturing most of the flags, you win by tickets. For example I've seen dozens of matches of Jabal ending up in the USMC pointlessly attacking MEC's last flag (Jabal or bridge) and lose because they ran out of tickets, even though they controlled 3/4s of the map for half the match.

My point remains that flags are currently usually useless indications of where enemies might be (and nothing more), and to make things more fun I'd still recommend giving some kind of incentive to actually capture most of the map's flags and justify wasting tickets attacking them. An incentive like more vehicles or extra supplies.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: AAS Flag Resources

Post by matty1053 »

'Xander[nl wrote:;2010869']My point is that there is no point in attacking (when teams are equal), because attacking generally only costs tickets and the gains of capturing a flag are currently too low to justify attacking it. When teams are smart they just camp out and it completely ruins the pace of the game. You don't win a game by capturing most of the flags, you win by tickets. For example I've seen dozens of matches of Jabal ending up in the USMC pointlessly attacking MEC's last flag (Jabal or bridge) and lose because they ran out of tickets, even though they controlled 3/4s of the map for half the match.

My point remains that flags are currently usually useless indications of where enemies might be (and nothing more), and to make things more fun I'd still recommend giving some kind of incentive to actually capture most of the map's flags and justify wasting tickets attacking them. An incentive like more vehicles or extra supplies.
So you think attacking is pointless or AAS is just useless?

And of course, people will pointlessly attack last flags or such. It's retarded.

BUT, it can be good. Since if they have the correct kits. (such as HAT, combat engie, and such) they can neutralize enemy heavey assets such as choppers, tanks, apc's and multiple supply trucks. So you can win the match in a way.

TBH, you have to lose tickets either way, that is pretty much how you have a good game.

What I consider a good game: If teams have less then 10 tickets at round end.... Example on Jabal on HOG a few months ago. 1-0 US won.

Best battle ever.
DETROIT TIGERS
Image
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: AAS Flag Resources

Post by ComradeHX »

matty1053 wrote:So you think attacking is pointless or AAS is just useless?

And of course, people will pointlessly attack last flags or such. It's retarded.

BUT, it can be good. Since if they have the correct kits. (such as HAT, combat engie, and such) they can neutralize enemy heavey assets such as choppers, tanks, apc's and multiple supply trucks. So you can win the match in a way.
Assets don't usually go on flags.
They just sit on a hill somewhere watching flags and picking off stupid infantry that runs in to cap.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: AAS Flag Resources

Post by matty1053 »

ComradeHX wrote:Assets don't usually go on flags.
They just sit on a hill somewhere watching flags and picking off stupid infantry that runs in to cap.

I can name a lot of times where Squads properly secure a town with assets. (Shijia is by far the best map to do it on)

And yall are correct.
DETROIT TIGERS
Image
eversmen_br
Posts: 60
Joined: 2014-01-16 17:43

Re: AAS Flag Resources

Post by eversmen_br »

Maybe a flag close to the middle of the map could have some type of resource ... like a few crates of supply, repair and ammo. (would spawn after the cap)

Something in these lines... 4-6 supply 2-4 repair 6-10 ammo

Or Just one flag on the map could contain the "bonus" resource, making it of strategic value.
Last edited by eversmen_br on 2014-06-02 13:12, edited 3 times in total.
matty1053
Posts: 2007
Joined: 2013-07-03 00:17

Re: AAS Flag Resources

Post by matty1053 »

eversmen_br wrote:Maybe a flag close to the middle of the map could have some type of resource ... like a few crates of supply, repair and ammo. (would spawn after the cap)

Something in these lines... 4-6 supply 2-4 repair 6-10 ammo

Or Just one flag on the map could contain the "bonus" resource, making it of strategic value.
You sir are gold.


I'd think maybe a repair station on it.


Maybe spawn a Logi there.



But a repair dock would be nice... (especially on Bijar Canyons, where it takes about 10 minutes to trek back to main in a tank, badly damaged)
DETROIT TIGERS
Image
blayas
Posts: 135
Joined: 2014-04-01 15:17

Re: AAS Flag Resources

Post by blayas »

I would like a small deployable repair station and recharge were introduced, limited to just one and only 4km maps.
Post Reply

Return to “PR:BF2 Suggestions”