Skirmish Large
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CAS_ual_TY
- PR:BF2 Contributor
- Posts: 926
- Joined: 2016-01-04 12:30
Skirmish Large
Hello!
Yes, I am proposing a skirmish large layer. This might sound stupid, but out of a perspective of an admin, who if sick of seeding on fallujah west insurgency for months, this might sound reasonable.
There are 2 reasons why fallujah west ins was seeding better than anything:
1st: A specific group of players who love fallujah coming from the more eastern region.
2nd: The fact that insurgency games last way longer than skirmish games. The problem is that a server loses players every time it switches maps. Its only a few players but in the morning seeding times 1-2 players less on each map change is huge and will cost you the seeding "win". So, a skirmish map without a bleed flag and with tons of tickets would actually solve this problem.
A friend of mine made a suggestion about basically copying the aas gamemode and creating a 2nd gamemode (aas2 or aas_lrg) which would allow the current 128 layout to be used as a 2nd alt layout for more fancy stuff while using the aas_lrg gamemode (a copy of normal aas) for the large layouts. The skirmish large layout would also perfectly fit in.
I hope what I wrote sounds reasonable and it will atleast be discussed (may it be in public or in private).
Thanks for reading
Yes, I am proposing a skirmish large layer. This might sound stupid, but out of a perspective of an admin, who if sick of seeding on fallujah west insurgency for months, this might sound reasonable.
There are 2 reasons why fallujah west ins was seeding better than anything:
1st: A specific group of players who love fallujah coming from the more eastern region.
2nd: The fact that insurgency games last way longer than skirmish games. The problem is that a server loses players every time it switches maps. Its only a few players but in the morning seeding times 1-2 players less on each map change is huge and will cost you the seeding "win". So, a skirmish map without a bleed flag and with tons of tickets would actually solve this problem.
A friend of mine made a suggestion about basically copying the aas gamemode and creating a 2nd gamemode (aas2 or aas_lrg) which would allow the current 128 layout to be used as a 2nd alt layout for more fancy stuff while using the aas_lrg gamemode (a copy of normal aas) for the large layouts. The skirmish large layout would also perfectly fit in.
I hope what I wrote sounds reasonable and it will atleast be discussed (may it be in public or in private).
Thanks for reading
Last edited by Outlawz7 on 2017-05-26 12:23, edited 1 time in total.


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agentlegend
- Posts: 55
- Joined: 2016-09-08 19:10
Re: Skirmish Large
lool we do play too much fallujah
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operativac
- Posts: 79
- Joined: 2012-10-15 20:24
Re: Skirmish Large
I am all for this change. I'm getting really tired of Fallujah.
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VTRaptor
- Posts: 330
- Joined: 2015-06-25 14:49
Re: Skirmish Large
I've had similiar idea on my mind.
We could take normal AAS maps (mostly 4km), and restrict area around most infantry focused part of map. For example THIS(Skirmish STD) is quite interesting, as it's 1x1.5km part of Shijia, so we can compare it to other 1x1km maps. Giving it some light vehicles like logistics and limited transport would turn full scale AAS into smaller, yet not so small AAS giving PR more infantry oriented enviroments.
We could take normal AAS maps (mostly 4km), and restrict area around most infantry focused part of map. For example THIS(Skirmish STD) is quite interesting, as it's 1x1.5km part of Shijia, so we can compare it to other 1x1km maps. Giving it some light vehicles like logistics and limited transport would turn full scale AAS into smaller, yet not so small AAS giving PR more infantry oriented enviroments.
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Cpt.Future
- Posts: 192
- Joined: 2008-09-16 16:52
Re: Skirmish Large
It would already be an improvement to just put normal skirmish maps for seeding. It works for 'Russian Reality PROS', but noone else does it.
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CAS_ual_TY
- PR:BF2 Contributor
- Posts: 926
- Joined: 2016-01-04 12:30
Re: Skirmish Large
No, it simply doesnt work. You get a few players and have more than the other server, map changes, you are behind fallujah again. This is how it is. It works for russian reality pros because they do not really have the same competitionCpt.Future wrote:It would already be an improvement to just put normal skirmish maps for seeding. It works for 'Russian Reality PROS', but noone else does it.


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Cpt.Future
- Posts: 192
- Joined: 2008-09-16 16:52
Re: Skirmish Large
Kinda sad actually. Oh wellCAS_ual_TY wrote:No, it simply doesnt work. You get a few players and have more than the other server, map changes, you are behind fallujah again. This is how it is. It works for russian reality pros because they do not really have the same competition
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CAS_ual_TY
- PR:BF2 Contributor
- Posts: 926
- Joined: 2016-01-04 12:30
Re: Skirmish Large
Exactly. I hate it too. Thats why we need disCpt.Future wrote:Kinda sad actually. Oh well


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rPoXoTauJIo
- PR:BF2 Developer
- Posts: 1979
- Joined: 2011-07-20 10:02
Re: Skirmish Large
We have other problems with playerbase liking grozny too much.Cpt.Future wrote:It would already be an improvement to just put normal skirmish maps for seeding. It works for 'Russian Reality PROS', but noone else does it.

assetruler69: I've seen things you smurfs wouldn't believe. Apaches on the Kashan. I watched burned down tank hulls after the launch of the single TOW. All those moments will be lost in time, like tears in rain.
Time to give up and respawn.
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chrisweb89
- Posts: 972
- Joined: 2008-06-16 05:08
Re: Skirmish Large
Pretty good idea, a new skirmish layer with tons of tickets, and lots of small flags to fight over creating basically an infinitely long fight, that keeps people engaged and shooting. I love skirmish maps, but even at 150 tickets, and especially with a possible cap out they end too quick when seeding slowly.
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YAK-R
- Posts: 335
- Joined: 2012-07-07 15:04
Re: Skirmish Large
I find skirmish way more frustrating than seeding with INS. There's always that one ******* camping your main with his AR, long respawns, many layers too big, long walks back to action..
Would it be possible to half the respawn time for skirmish?
Would it be possible to half the respawn time for skirmish?
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DesertFox284
- Posts: 34
- Joined: 2015-08-06 11:23
Re: Skirmish Large
YAK-R wrote: Would it be possible to half the respawn time for skirmish?
This is a great idea. It would make skirmish seeding much more fun and much more viable.
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Cpt.Future
- Posts: 192
- Joined: 2008-09-16 16:52
Re: Skirmish Large
If you play more careful and work with your teammates, you die less often and don't have to wait for respawns.YAK-R wrote: Would it be possible to half the respawn time for skirmish?
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chrisweb89
- Posts: 972
- Joined: 2008-06-16 05:08
Re: Skirmish Large
Noooooo really??? Please actually add to the conversation. A lowered respaeb and maybe permanent rallies would be good for skirmish.Cpt.Future wrote:If you play more careful and work with your teammates, you die less often and don't have to wait for respawns.
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Cpt.Future
- Posts: 192
- Joined: 2008-09-16 16:52
Re: Skirmish Large
Why do you even need normal rally points on skirmish? Is walking for ten seconds too much?chrisweb89 wrote:A lowered respaeb and maybe permanent rallies would be good for skirmish.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
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CAS_ual_TY
- PR:BF2 Contributor
- Posts: 926
- Joined: 2016-01-04 12:30
Re: Skirmish Large
A ticket increase would improve the overall seeding-situation a lot. Halving the respawn time would be really great as well (if its possible, considering the respawn time is also connected with config files and it might be 1 single value for all modes).
The current skirmish is good for serious 8v8 fights, but we need something aas-like to seed on.
The current skirmish is good for serious 8v8 fights, but we need something aas-like to seed on.


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bahiakof
- Posts: 169
- Joined: 2008-04-22 22:10
Re: Skirmish Large
Fallujah West with an EXTRACTION game mode, would be interesting. But this game mode has been removed the Project Reality.



