Taking a control point

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Wolfmaster
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Taking a control point

Post by Wolfmaster »

Ok, I have already read somewhere here that the spawn change indicator is going to be gone. Great! But there's more to do:

1. Taking control points in an order. So you first have to take one control point before taking the other. Like, now you have people who only go to the points on the frontline and leave the other spawns till later.

2. Instant neutralisation. When you get within the range of an enemy spawn, it's instantly neutralised and then you have to wait until it's fully capped. I always hate it when people know you're taking over and spawn there to take you out.

Anything else may be added later, but for now i'm out of idea's. *knocks on head, hears hollow sound*
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requiem
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Re: Taking a control point

Post by requiem »

1. Taking control points in an order. So you first have to take one control point before taking the other. Like, now you have people who only go to the points on the frontline and leave the other spawns till later.
This is a default BF2 Mode called "Supply Line". It has already been seen in DC on the map Medina Ridge.
Wolfmaster
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Post by Wolfmaster »

Sorry, didn't know that. And never played DC either. But my main point was that I think it should be the system in the mod.
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ArchEnemy
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Post by ArchEnemy »

hmmm but it will make the game a little bit linear :S
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Wolfmaster
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Post by Wolfmaster »

True, but it prevents that you take the enemy main base before the others. Which is not realistic. I don't know if you ever played UT 2004, but they have a system like this to. Taking one point unlocks another. I'll make a picture of it and upload it in a minute.
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Wolfmaster
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Post by Wolfmaster »

Here it is:

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It's ugly, I know. But I just made it with paint in one minute so you can't expect great result. You should be able to get the idea this way.
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ArchEnemy
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Post by ArchEnemy »

yes of course i played the ut2004 unslaught mode. But the problem of this is basecamping, when all points are captured by one team it can egin basecamping and the otherteam will have no chance af winning anzmore
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marto
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Post by marto »

Then mabey the game can end when all but 1 control point has been taken?
Wolfmaster
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Post by Wolfmaster »

Possible. Or maybe you could code that the team with all but one point capped has to be in range of the flag of the last point before an ammount of time has elapsed. If not you could make them lose some points.
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BlakeJr
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Post by BlakeJr »

I have never understood this fascination about capturing flags. It would be far more realistic to capture and secure an area.
I know that for all intents and purposes that IS what we capture flags in any BF game, still it annoys me that there is this damn flagpole to be hugged every time!
Those of you with military experience can verify that a flagpole is not the first thing on the list when setting up a basecamp or an OP or any "cappable" position.
So why not remove the flags as a capturepoint alltogether.
Keep the flags as any deco object but without a function.
Also, don't put flagpoles in every base and OP put them where they might realistically belong....

To secure a small base or OP "all" you should have to do is to kill its occupants or drive them off by use of superior firepower and tactics then the base is yours as soon as you enter inside its perimeter. No waiting for a cap timer or for John Lennon to come and sing We shall overcome. Instant capture. Sort of.
Larger bases with buildings should not be capped until you and your team has searched and cleared all buildings within the base perimeter after you've cleared the base you can gather your team around the flagpole and sing combaya if you want to... :lol:
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Wolfmaster
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Post by Wolfmaster »

Flags, areas, same pile of junk. :lol: But the idea could be done with areas to. Areas are better, I agree.
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ArchEnemy
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Post by ArchEnemy »

IRT blakeJr


Making a base directly uncaptured when 2 teams are inside the baseperimeter could be interesting (no respawn)
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Hoss
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Post by Hoss »

Making a base directly uncaptured when 2 teams are inside the baseperimeter could be interesting (no respawn)
It would make for more teamwork in the game. Send a scout in and the base can no longer be resupplied by a spawn. Now it's up to the scout, and the remaining defenders to call for support and fight for the flag/point. It would make attacking a base a bit more realistic. I've always hated coming into a base, killing it's defenders and then ketting killed by a person who just spawns in and knows your location in the base beacuse you just killed him.

But playing devils advocate, should a main base filled with soldiers (for an example) be considered under attack if there is just one enemy soldier in it?
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Wolfmaster
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Post by Wolfmaster »

I guess (=hope) you could code the ratio defence/offence to determine whether the control point is neutralised or not.
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Ugly Duck
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Post by Ugly Duck »

BF:V(yes, the sucky game) already has a ratio system. if your capping a flag and ten enemy guys rush to re-cap it when it greys, they will begin to retake it if your alone. or if 10 of your guys are attacking and only 1 guy is there, the flag will still be capped by you.
Rico
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Post by Rico »

I like the feature in BF;V that ugly duck mentioned. It means that if a few guys go to cap a flag, a camper hiding around in the bushes will not prevent them from capping it.

However, as different people created BF:V to BF2, Im not sure whether this will make it into BF2.
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