2 New Concepts. Part 2: Flag Captures

General discussion of the Project Reality: BF2 modification.
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Artnez
Posts: 634
Joined: 2005-08-15 01:44

2 New Concepts. Part 2: Flag Captures

Post by Artnez »

Please take these into consideration because I've realliy thought them through.

Part 2: Flag Captures
First, it was important to analyze the current issues with flag captures and see how they could be improved. Here is my quick analysis:

Quick Assessment
Conquest Mode (the standard): Usually turns into running-around-in-circles type gameplay. People can always breach the "frontline", which is very easy, and gain points by take flags in the back. We've all seen it happen, and it isn't too pretty.

Capture The Flag: This mode forces teamwork, but it wouldn't really fit for a game with slower gameplay like Reality Mod. This doesn't encourage many actual battles, instead people taxi their vehicles to the objective and go right back.

Forgot The Name: Forgot the name of this one for some reason. Basically you have to take each flag in succession. One team starts with every flag but one, and must defend. The attacking team must take each flag in succession to win. The problem with this one is that, if the teams are balanced in skill, the defense usually wins. It is the beste of the 3 though.

Blitzkrieg
Here is a diagram of what my suggestion (Blitzkrieg) looks like...

DIAGRAM 1
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DIAGRAM 2
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Here are some things to mention so you can understand the diagram more:

Pretend that this map goes vertically. There can any amount of flags above team 2 or below team 1. I'm just showing you where the action is.

Whenever an engagement is going on, there should always be 4 flags in question (unless someone gets cornered, but i'll get to that).

With the 4 flags in mind notice Diagram 1. The 2 outer flags (flags 1 and 4) are spawns. The inner flags (flags 2 and 3) are objectives.

In essense, each team only has one spawn, located behind their objective flag.

Now look at Diagram 2. In this diagram, Team 2 (green team), has taken their objective. Everything shifts downward.

Now, Flag 2 and Flag 5 are spawns, while Flag 3 and Flag 4 are objectives.

Let's say Tean 2 (green team) takes their objective (flag 4) and corners team 1 (blue team) at the edge of the map. At this point, Flag 5 remains a spawn for blue team and also becomes an objective for green team. If green team takes that objective, they win the map.

What are the advantages to this?

1) It forces a "frontline" type battle, so no more walking around the flags. The only reason to walk around is to get behind the enemy as a tactical maneuver.

2) Many people suggest a single spawn. This is the closest you can get while retaining fun gameplay I think. It still forces a person to travel to the objective flags (to simulate reinforcements), but at the same time, always keeps the objectives pretty close.

3) When blue team lost the their flag, their spawn flag became the objective (while a new spawn flag appeared below them). This leaves a few people to defend the new objective flag until reinforcements arrive. It simulates the concept of the "Blitzkrieg", hense the name of the game style. As soon as you lose an objective point, you are at a disadvantage and the enemy has momentum. If they keep on with that momentum and you fail to step it up.. you will be crushed.
"Having the piss taken out of you is a small price to pay when others do your research. Thank you gentlemen." - Azametric(IRL)
FBX
Posts: 36
Joined: 2005-08-13 02:59

Post by FBX »

reminds me of day of defeat.
Figisaacnewton
Posts: 1895
Joined: 2004-11-23 05:27

Post by Figisaacnewton »

I like it. Good thinking, this can definetely be applied in PR and its map design.
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[LOH]Pipercats
Posts: 1
Joined: 2005-08-23 16:23

Re: 2 New Concepts. Part 2: Flag Captures

Post by [LOH]Pipercats »

Artnez.com wrote: Forgot The Name: Forgot the name of this one for some reason. Basically you have to take each flag in succession. One team starts with every flag but one, and must defend. The attacking team must take each flag in succession to win. The problem with this one is that, if the teams are balanced in skill, the defense usually wins. It is the beste of the 3 though.
The mod you are refering to sounds like the landot AAS mod .. available here:
http://landot.org:8080/landot/aas/

Flags have to be taken in a specific order to win.

We are running it on the [LOH] server .. most of our members like it because it does focus the battle.

Piper
Scribble
Posts: 69
Joined: 2005-08-11 16:00

Post by Scribble »

Its a good system: But I would prefer something simpler. That is to say substantially increasing the 'capture' radius of flags so that they cover an entire area.


SO that one Control point consists of an entire base/ city block/ warehouse ect. That way the fight over CP's becomes much more realistic (fighting for specific goals) and much more tactical. Occupying and sweeping a base not just bellyflopping next to a flag.

It would also make sence to reduce their number and increase the capture time.
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

im all for that scribble, makes you have to clear the whole area.
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