Additional Map Information & Alterations

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Additional Map Information & Alterations

Post by [T]Terranova7 »

Some suggestions for the maps.

- Attack Direction Arrows
This is sort of nibbed from the FH2 Avenue of Attack arrows. I think in addition to the Attack and Defend markers placed over the control points, having an arrow pointing towards the next attack location could further help noobs get a sense of where to go next.

- Fog of War for enemy CPs currently not in the active AAS group
Alright... that was pretty long, but the idea here is to simply make it impossible for one team to see the other team's "back flags" on the map. For example, you're playing the U.S team on Jabal right. You take a look at your map, and you see the West and Each beach flags, however you do not see the Dam, Bridge, City, Factory or Al Burj CPs. Only when you secure both the East and West beach will you see the next control points in the AAS order.

Hopefully, this will prevent noobs (especially newbie SLs) from thinking they're clever by attacking one of the back flags, only to find out they cannot cap it. Only experienced players will usually know where the back flags are.

- Codename tags for all friendly players
To further help communication throughout the battlefield, a neat idea might be to have a small codename display over each player's icon on the map. The codename would be nothing fancy, it would feature the squad number first, the first letter of the squad's original phonetic alphabet codename, and a random number from 1-6. So if I was apart of squad two (originally supposed to be bravo), and I was say the third person to enter the squad, my codename or tag would appear as 2B3. This codename would appear on your icon.

This could help with communicating to random players on the map or with someone with an odd username thats hard or impossible to pronounce. Not sure how doable this is, would be interesting to see this if not something similar to it ingame.

- Miscellaneous identified map locations
Suggested before, but I can't stress how useful it would be to have random, somewhat important or unique areas of the map given a name. It would help out with navigation a whole bunch. Picture trying to give directions to someone in a city with no street names, it feels just like that in PR. At best, I'd just like to see roads, bridges, mountain ranges, crop fields, significant buildings and structures and so forth given a title.

- More Advanced Grid Map
Also suggested before. The Grid Map right now is so extremely simple it's practically useless for pinpointing enemy positions. I;m sure everyone has some experience with a coordinate plane. All I'm asking for are some extra x-y coordinates for the individual Grid Squares. So you can break down a location of an enemy bunker to something like E526.

- Distinguished colors for squad rally point and friendly rally point
Basically, you know how each rally point has a green circle and the squad number over it? I was thinking only your squad's rally point should have a green background, while everyone else's is blue.

- Status of friendly forces delay
Alright basically, it's all too easy to know how an attack or defense is holding up by simply looking at your map and seeing who just dropped off the map. The idea here is to simply make it so that the player icons remain on the map until the player respawns.
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

Terranova wrote: - Miscellaneous identified map locations
Suggested before, but I can't stress how useful it would be to have random, somewhat important or unique areas of the map given a name. It would help out with navigation a whole bunch. Picture trying to give directions to someone in a city with no street names, it feels just like that in PR. At best, I'd just like to see roads, bridges, mountain ranges, crop fields, significant buildings and structures and so forth given a title.

- More Advanced Grid Map
Also suggested before. The Grid Map right now is so extremely simple it's practically useless for pinpointing enemy positions. I;m sure everyone has some experience with a coordinate plane. All I'm asking for are some extra x-y coordinates for the individual Grid Squares. So you can break down a location of an enemy bunker to something like E526.
on Al Basra, I refer to the Main North-south highway with VCPs on it as Bakalakadaka street :) I would like to see more street names.

For the map, the TF21 guys say E-9; keypad 3 for the lower right corner of E9
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Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Post by Ragni<RangersPL> »

Terranova wrote: - Attack Direction Arrows
This is sort of nibbed from the FH2 Avenue of Attack arrows. I think in addition to the Attack and Defend markers placed over the control points, having an arrow pointing towards the next attack location could further help noobs get a sense of where to go next.
Little help for the Vanilla-men? They should follow SL orders and RTFM :D
Terranova wrote: - Fog of War for enemy CPs currently not in the active AAS group
Alright... that was pretty long, but the idea here is to simply make it impossible for one team to see the other team's "back flags" on the map. For example, you're playing the U.S team on Jabal right. You take a look at your map, and you see the West and Each beach flags, however you do not see the Dam, Bridge, City, Factory or Al Burj CPs. Only when you secure both the East and West beach will you see the next control points in the AAS order.

Hopefully, this will prevent noobs (especially newbie SLs) from thinking they're clever by attacking one of the back flags, only to find out they cannot cap it. Only experienced players will usually know where the back flags are.
IRL you've got the plan for the whole operation. It's not like "let's capture that beach and then we will figure out what is our next goal".
After all it's a not such a bad idea for gameplay.
Last edited by Ragni<RangersPL> on 2007-12-22 12:01, edited 1 time in total.
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Deadfast
Retired PR Developer
Posts: 4611
Joined: 2007-07-16 16:25

Post by Deadfast »

I agree with the street names.

I also agree that we need more precise grid reference system. What I would like to see is something as is used in ArmA and OFP:
Image
It's so easy that even 90 year old grandma would understand it.
Ragni<RangersPL>
Posts: 1319
Joined: 2007-08-13 10:44

Post by Ragni<RangersPL> »

Jonny wrote:IRL you dont know exactly how far the enemy have got, ragni.
AFAIK, operations are planed, main goals are chosen during planning.

AFAIK, you've got informations from reconnaissance and (sometimes) from military intelligence. Yes, there are situations when you have no idea where the enemy can be, but usully UAV support is available for reconnaissance.
ImageRANGERS LEAD THE WAY!!!
:29_slaps: Do not post stupid suggestions just because you had a bad round in PR :fryingpan
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Ragni<RangersPL> wrote:AFAIK, operations are planed, main goals are chosen during planning.

AFAIK, you've got informations from reconnaissance and (sometimes) from military intelligence. Yes, there are situations when you have no idea where the enemy can be, but usully UAV support is available for reconnaissance.
I like to think of the next control point locations as positions where the enemy has fallen back too. So if the enemy has the beaches fortified, its only when you have secured the beachheads that your team will have a good idea as to where the opposition is now.

But in all honesty, the idea is there to keep noobs from trying to cap non-captureable flags. Experienced players will still know where the next objective is, so they might have an edge in making strategic decisions.
Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Post by Clypp »

This topic might be relevant to your interests.

https://www.realitymod.com/forum/topogr ... 31270.html

Support me on adding feature names. :)
ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Post by ReaperMAC »

Deadfast wrote:I agree with the street names.

I also agree that we need more precise grid reference system. What I would like to see is something as is used in ArmA and OFP:
Image
It's so easy that even 90 year old grandma would understand it.
Like you NEED all of those boxes, it would cover.... what? 2 meters?
Teek wrote:For the map, the TF21 guys say E-9; keypad 3 for the lower right corner of E9
Correct, and its very efficient! The multiple grid system with 20+ boxes are ugly.


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For the guys who are not understanding the concept.
Last edited by ReaperMAC on 2007-12-22 19:31, edited 1 time in total.
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BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

The TF21 method is really good imo, quick and easy. The 100 mini-grid system is just too intense for the size of these maps.

I know Clypp was working on topographical maps, although I would like to be enlightened on whether they wil be in .7. That is one of the things I look forward to most.


As for the original proposal, most of those are probably just not possible, or too hard to code.
Also, there are already miscellaneous locations labeled on the map. They're called control points.
I'm not a fan of status delay, I think knowing the status of friendly units helps gameplay immensely, as people are actually moving to where there is combat in an efficient manner, at least as efficiently as pub games can be.
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