what's new in AAS v2

General discussion of the Project Reality: BF2 modification.
eggman
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what's new in AAS v2

Post by eggman »

With v0.5 we've basically completely re-written AAS.

Many of the changes to the AAS system are transparent to players, but very important to the mappers. We have basically completely restructured how we define the CP (Capture Points) order. In addition we have added some new flag logic rules that enables the mapper to set 2 radii boundaries on CPs. All of the new stuff is now firmly in the hands of mappers (instead of previously when the maps needed a specialist coder to make them work). This will greatly simplify adding new maps to the Mod releases and simplify the creation of such by placing more dependency on using coders.

As for the stuff that is important to players...


CP Groups
We have added the ability to have 2 or more CP’s in a group so that all CP’s in the group can be attacked simultaneously to capture them fully.

This will usually be 2 CP’s at a time, but there may be cases where the mappers will have good reason to have chosen linked 3 CP’s for simultaneous capture.


Two Flag Radii
When flags are controlled by a team, there is a much larger "neutralize radius" around the CP. Once the CP goes grey when neutralised, the radius reverts to the smaller capture radius.

Mappers will specify this radius according to the map terrain and objects through liberal testing. If it is not specified by the mapper, the size of the nautralise radius is determined by the AAS code and scaled based on the number of players on the server (larger number of players equates to larger neutralise radii).

This "dual radii" setup is to facilitate the new capture logic. It also allows for "area control" fights around CP’s, but still enables at the mapper's discretion to have "point capture" dynamics for securing CP’s.


New Flag Cap Logic
The intent of the new flag capture logic is to make battles for flags take place over neutralised flags and avoid the spawncamping traditionally required to capture CP’s.

When an attacker has double the numbers of the defender forces whilst inside the neutralise radius, the flag will start to go grey. Flags will go grey pretty quickly at this point.

So, if there are 10 defenders and 5 attackers inside the neutralise radius, the flag will go grey pretty quickly.

When an attacker has double the numbers of the defender forces inside the capture radius, the flag will start to turn to attacker control. Flags will typically take a long time to turn to control.

So if there are only 2 defenders being attacked by 4 enemy within the capture radius, the flag will start to turn to attacker control.


Two Guys Minimum
All flag actions require a minimum of two players to have an effect. (An exception is made when only two players are in a game, the count will lower to acknowledge this fact.)


==

I think that's everything. Again, lots of work has gone into making it easier to add maps to PR and putting more of the responsibility for making maps work with PR into the hands of mappers rather than having to submit maps to the coders to finish off.

Mapper guidelines should be published shortly once we sort out the kinks in that.
Last edited by eggman on 2006-12-27 17:47, edited 1 time in total.
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Wasteland
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Post by Wasteland »

Having a two captor minimum is a great idea.
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
trogdor1289
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Post by trogdor1289 »

more steps on the way to a better game. Plus this should have a huge effect on how new maps play.
Leo
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Post by Leo »

What if its a 1v1 game?
Wasteland
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Post by Wasteland »

Then let me show you to our selection of games intended for smaller numbers of players....
Originally Posted by: ArmedDrunk&Angry
we don't live in your fantastical world where you are the super hero sent to release us all from the bondage of ignorance
Originally Posted by: [R-MOD]dunehunter
don't mess with wasteland, a scary guy will drag you into an alleyway and rape you with a baseballbat
dbzao
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Post by dbzao »

If the team has only 1 player, the minimum is lowered automatically to 1 player.
bullit_toof
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Post by bullit_toof »

Sounds a lot better. Greatly Looking forward to future maps. If you change the current maps, the next patch/updates going to be a whoppper isn't it?
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Valtasar
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Post by Valtasar »

I can't wait :)
But this part
So if there are 10 defenders and 5 attackers inside the nautralise radius, the flag will go grey pretty quickly.
I dont thisk that will work good mayby 10 to 7 or 10 to 8 will be beter IMO
Sorry for my English :roll:
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Rhino
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Post by Rhino »

Valtasar wrote:I can't wait :)
But this part

I dont thisk that will work good mayby 10 to 7 or 10 to 8 will be beter IMO
not really, cos otherwise you get ppl spawning back in to defend, which is pretty crappy and is very unrealistic.

I have redone all the flag cap times for all the maps to have really short, neutralize times, but really long gain control times. So you should be able to neutralize a point very fast, but then to make it your flag you will have to stand around there for some time, giving a perfect opportunity for the other team to launch a counter strike on the flag if they see fit.
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Valtasar
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Post by Valtasar »

Oh, didn't think about this
not really, cos otherwise you get ppl spawning back in to defend, which is pretty crappy and is very unrealistic
So you probably right.
Sorry for my English :roll:
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luizinhuu
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Post by luizinhuu »

you guys, i swear this is all i ever wanted for capturing flags purposes. no visible flag pole and very fast neutralizing, though looong capture time. with 2 or 3 minimum players.. yeah, exactly this. this will be bliss
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Post by .:iGi:.U.G.H. »

'[R-DEV wrote:Rhino']not really, cos otherwise you get ppl spawning back in to defend, which is pretty crappy and is very unrealistic.

I have redone all the flag cap times for all the maps to have really short, neutralize times, but really long gain control times. So you should be able to neutralize a point very fast, but then to make it your flag you will have to stand around there for some time, giving a perfect opportunity for the other team to launch a counter strike on the flag if they see fit.
So Muttrah is going to be even harder for USMC now? :neutral:
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blud
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Post by blud »

What about home bases? Are they quick to neutralize? I don't mind if they are, just asking.
Michael_Denmark
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Post by Michael_Denmark »

It sounds like the defensive aspect of the game is getting a boost now. Hopefully this will over time force all the attack-lovers to think twice.

It also sounds like the mentality of Shield and Sword tactic is getting a better soil to grow from. If that’s the case, then it’s excellent news.
Looking forward to see this new logic in play.
Once again thx to the DEV team.
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bosco_
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Post by bosco_ »

Sounds good.
I hate it when defenders spawn back right after you killed them to get to the flag.
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jackal22
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Post by jackal22 »

erm i have a question, when the attackers grey out the flag who are the attackers and defenders? since arnt both sides attacking the flag at that point?

i think the grey out rule is fine but once its grey capture should stay like vanilla and who ever has more people wins.
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Rhino
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Post by Rhino »

jackal22 wrote:erm i have a question, when the attackers grey out the flag who are the attackers and defenders? since arnt both sides attacking the flag at that point?

i think the grey out rule is fine but once its grey capture should stay like vanilla and who ever has more people wins.
when the flag is gray, it belongs to no one. So it counts for both teams as attacers.
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IAJTHOMAS
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Post by IAJTHOMAS »

Like the alternatives to attack idea, much more realistic and allows for flexibility, without returning to vanilla madness. Probing for weak points, diversions etc could now become an important part of gameplay. And its not like a real commander would keep throwin men against the most heavily defended sector of a line.

I have one concern with the new neutralistion rules. Isn't there a chance that stalemates will develop quickly, with fights centering around only one or two flags for the entire map. This happens a lot as it is, and I feel it 'wastes' large portions of the maps which are rarely fought over.
dbzao
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Post by dbzao »

'[R-DEV wrote:Rhino']when the flag is gray, it belongs to no one. So it counts for both teams as attacers.
Actually the code knows who was the last defender and if the attackers are lower than 50% of the defenders (the defenders killed the attackers) the flag will go back to the defenders faster than the normal attacker capture.
blud
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Post by blud »

Michael_Denmark wrote:It sounds like the defensive aspect of the game is getting a boost now. Hopefully this will over time force all the attack-lovers to think twice.
How do you figure? I thought the exact opposite. It's going to be easy to neutralize flags, and hard to keep flags from being neutralized. So you can try to defend a flag, but you won't be able to stop it from being neutralized because the radius is going to be big, plus the enemy can grey your flag with less attackers than you have defenders.

So, defending is going to be more pointless, and attacking is going to be more purposeful. The defenders will lose their old advantage of being able to spawn on the flag to keep defending. As soon as the flag goes grey they are on equal ground with the attackers because both have to spawn on SL's or back at the back base.

It will take longer for the attackers to capture the flag than it will for the defenders to capture it back, but the defenders lose their spawn quickly, soo... the attackers just have to pick off the defenders and then they don't even have to worry about them spawning back like they had to worry about in 0.4.
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