Get Rid of the flags

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bullit_toof
Posts: 171
Joined: 2006-03-26 13:12

Get Rid of the flags

Post by bullit_toof »

We've all been there. You sit patiently, watching as the flag slips slowly down the pole (Sorry its sounds a bit rude :-? ). Then all of a sudden one squad and his dog appear from around the corner to trounce you into the ground ending your flag capping follies.

So my point being is that taking flags isn't very original. By this I don't mean that holding and capping cp's isn't a good idea, I mean the flag objects themselves. What could replace it?? I don't know but further discussion would be good. A beacon or something. But not like 2142!!!

It just seems that lowering and raising flags seems a bit unrealistic, yep i said it, but I am right. They stand there alerting others of your presence. If you got there by stealthy means you should be able to stay that way.

Evaluate and discuss ....[40 Marks]

Sorry if this has been mentioned or ruled out already.
I am the Sig
Guerra norte
Posts: 1666
Joined: 2006-07-19 17:37

Post by Guerra norte »

#1. Random fight, no respawns.

#2. Convoy attack, limited spawns.

#3. Objective mode (destroy something) limited spawns.

#4. Escort VIP.

#5. Raid on city/base, limited spawns.

#6.AAQ link
bullit_toof
Posts: 171
Joined: 2006-03-26 13:12

Post by bullit_toof »

Hey no cheating with bullet points. I said discuss, you'll lose marks for that now : )

Oh and just to make it ultra clear. I'm not wanting to get rid of this type of gameplay, I'd just like to see the models for controlling CP's be more original. I.e instead of flag have a beacon.
I am the Sig
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

I think flags / beacons / yadda yadda yadda... all not that original, nor realistic.

I like what some of the mappers have done and removed flags all together so you have to secure an area. Flags are appropriate for things like arm bases and such, but generally securing an area doesn't require a flagpole to be erected.

I don't actually think anything needs to be there.. just the map and the cap status indicator in the HUD work quite well imo.
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bullit_toof
Posts: 171
Joined: 2006-03-26 13:12

Post by bullit_toof »

Yeah i was using the beacon idea as an example. 2142 shows how much that sucks.

And yes I have noticed the maps without flags and they have been appreciated for it.

Maybe there's something in here that could help the scenario mode. Instead of raising a flag, disable a generator, stop a supplie line or is my imagination just a little to tired?
I am the Sig
wpgcivic
Posts: 396
Joined: 2006-11-13 15:16

Post by wpgcivic »

yeah instead of flags, i think it would be wicked just to have an objective to be destroyed
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OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Post by OverwatchX »

IIRC, Red Orchestra didnt use a flag model or anything else at capture points. You just arrived and it started to cap. However, they went one step further and added in a manpower requirement to cap. When you got to the cap area, it would show 1 of 5 (or 4 more needed - something like that). When you had enough players on a location it would then begin to change sides.

Hey, why reinvent the wheel? If something works well, go with it.
Realism and fun aren't mutually exclusive.
Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Post by Desertfox »

The bring up a good point about getting to a flag by stealth and getting there having it capped half-way and having it turn white. Its just like saying "Hey! Yeah, you the mec guy! Were capping this flag come get us!" My suggestion would be to eliminate the white and when you get it all the way down and back up it auto turns to your team no white. It still shows progress to your team in the minimap but thats all no white!
Mr_B.A.Baracus
Posts: 72
Joined: 2006-03-24 13:17

Post by Mr_B.A.Baracus »

How about trying a couple of quite big maps but with only 2 or 3 flags reasonably close together and get rid of the whole capping time thing. The only way to cap a flag is if there's no enemy in the area. I know it has issues but could this idea be fine tuned to something that may work? This could promote flag defence and stealth a bit more.
Mr_B.A.Baracus
Posts: 72
Joined: 2006-03-24 13:17

Post by Mr_B.A.Baracus »

Mr_B.A.Baracus wrote:How about trying a couple of quite big maps but with only 2 or 3 flags reasonably close together and get rid of the whole capping time thing. The only way to cap a flag is if there's no enemy in the area. I know it has issues but could this idea be fine tuned to something that may work? This could promote flag defence and stealth a bit more.
Actually i just thought - scrap all of that :D .

We already came up with a solution and that was to have the spawn points a good 50m or so away from the cap area.
[DVB] TRIggS
Posts: 397
Joined: 2006-10-15 01:51

Post by [DVB] TRIggS »

i think flags should go too, like how alfalusia is where flags are underground. I have an idea though, little crazy. What if the SL, or soon to be Officer kit, had a tool or something that made enemies unable to spawn at that area. that way squads could saftly move in without the fear of one person spawning and taking them all out. this would an effect time of 1:30. that should be plenty of time for them to safely rid the enemy and take command of the area (notice i did not say cap the flag). Opfors could still however spawn on squad leaders and other places to move in. It would also give a more strategic use for taking control of a key place. And in a sense ad more realism to the game. the device would have to be placed within control area to work. I am sure this farfetched idea will not work with this engine though. maybe you devs should make your own engine :mrgreen: .
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Valtasar
Posts: 656
Joined: 2006-06-18 09:50

Post by Valtasar »

Only one problem. If no flag it's sometimes hard to find the SP cupture zone.
Sorry for my English :roll:
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{GD}StevenGarcia
Posts: 381
Joined: 2006-09-08 20:06

Post by {GD}StevenGarcia »

Valtasar wrote:Only one problem. If no flag it's sometimes hard to find the SP cupture zone.
Unless you have messed with your transparency settings, just keep an eye on the radar in the upper right-hand corner of your screen.
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[DVB] TRIggS
Posts: 397
Joined: 2006-10-15 01:51

Post by [DVB] TRIggS »

Valtasar wrote:Only one problem. If no flag it's sometimes hard to find the SP cupture zone.
well in iraq theres no flag on a key building our troops must take over, this is ment to widen the capture area so 12 people arent huddled in a circle around a pole. so they must infiltrate an area, take out threats, and continue to keep control. when your in an enemy controled area you know it. No flags at all would be better. Like albasra for instance. If you see a hut you inspect it. you see a group of huts you inspect it and find enemies there, so you must eliminate the threats and lock down the area. Looks like im heading into one of my long drawn on ideas again. so i will post in another tread here.
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