Remove tickets

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Remove tickets

Post by Tartantyco »

-I'd like to see a game mode where the tickets are removed completely(Or just set to infinite) as I think this would slow the game down and expand the amount of viable strategies and tactics. I'm suggesting a pure Conquest AAS mode where the aim I to take all the flags. What mostly happens currently is that there's a lot of rush attacks to get this and that flag in order to stop or start ticket bleed, making squads unorganized and making any slow paced tactic useless and with the focus being on squads actually having to get inside the cap radius it further narrows tactical options. I'm currently brainstorming to think of some alternative mechanism to flags that makes slower gameplay and thoughtful plans more valuable and incorporates various branches of the armies more efficiently that's not Objective or something like that. I'm still thinking this out in my head so I'll probably add more details later, meanwhile feel free to add some suggestions as to how you think this could be attained as they might stimulate my little gray cells ;-) .
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00SoldierofFortune00
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Post by 00SoldierofFortune00 »

I actually agree and thought about this long time ago, but matches could go on for hours then. IMO, this would be perfect for games on Sunset City though since that only has 2 flags each team has to take. Without a bleed or tickets at all, it would give one team enough time to mount a counter attack to the city and the other to prepare for an assault on their main.

On maps like Kashan though, it would go on for ages. This would only work on maps with 2-3 flags a team has to cap.
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Zimmer
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Post by Zimmer »

maybe for objective game mode?
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Rudd
Retired PR Developer
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Post by Rudd »

This would be terrible on pub games, but I know what you mean about ticket bleed. Its annoying when you have to rush a target; not out of choice, but necessity.
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MadTommy
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Joined: 2006-05-23 11:34

Post by MadTommy »

Dr2B Rudd wrote:This would be terrible on pub games, but I know what you mean about ticket bleed. Its annoying when you have to rush a target; not out of choice, but necessity.
This does however kind of simulate real warfare... sometimes attacks need to be rushed taking into account the larger picture, if you know what i mean.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Post by Psyko »

i Like this idea. Currently the gameplay is quite frantic, and about a third of the gamers arnt communicating. It might help slow the pace and relax the situation.

If tickets were removed, it wouldnt stop the players from trying to win. But it might slow them down to a walking pace because its not so imperritive to cap in a certain duration of time. The only problem i see with your idea is that some players might want to be slow, while others may prefare to move quickly.

But i guess thats what squad leaders are for. ^_^
Razick
Posts: 397
Joined: 2007-12-04 01:46

Post by Razick »

You know if you take away the tickets the tard rushing will only get worse. There are no tickets to lose and so tard rushing will be the best tactic to use. I dont know what happy place your living in but majority of the ppl playing dont know shit about tactics other than you know what.
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Post by CAS_117 »

I'd rather get rid of flags altogether so people actually have to think about what places are actually worth attacking.
Rudd
Retired PR Developer
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Post by Rudd »

[R-CON]CAS_117 wrote:I'd rather get rid of flags altogether so people actually have to think about what places are actually worth attacking.
I'd like to see this idea developed. Would it just be a TDM in the map? Or an objective based scenario/bit of both?
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frrankosuave
Posts: 179
Joined: 2007-10-02 21:46

Post by frrankosuave »

Dr2B Rudd wrote:I'd like to see this idea developed. Would it just be a TDM in the map? Or an objective based scenario/bit of both?
Then add a system of monetary units and find something of value in the map, then players can trade the monetary units for the items of value (toys) and return to their side of the map and...um, play with what they purchased. Or heck, you could sell your weapon and live in peace and harmony. Nah, that wouldn't be any fun after all.

(i didn't think he was serious either)
Masaq
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Post by Masaq »

You guys ARE aware that there's a scenario mode in the works, yes? It's been said publically a fair few times.

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Scot
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Post by Scot »

i like removing flags, makes it more realistic. The commander comes into his own their.
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

[R-MOD]Masaq wrote:You guys ARE aware that there's a scenario mode in the works, yes? It's been said publically a fair few times.
Ive heard of it briefly, would it be something like the original operation peach match that was due to take place (but never did). In that case I think it was that if British lost a certain flag then the game ends



I think the OP idea would make time the biggest factor and they'd be alot of draws.
I would like time to play a bigger factor too but in a different way.
Say 1000 tickets each side and each team bleeds from the very start of the game, especially with only one flag.

Then you bleed less as you cap more flags, if you cap them all including the enemies then the ticket bleed finally stops for you.
All other losses of tickets become secondary and if you play PR like a game of CS without regard to the flags then prepare to be booted from any squad concerned with winning the game
In this way I'd hope that the team is immediately and always actively involved, unified in a common objective that varies and is dictated by the terrain of each new map

It'd be nice to see all ideas tried at some point 8)


Sunset city is played without a bleed on TG server afaik
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Remove tickets

Post by Tartantyco »

-Ok, I've been thinking it through and I've got an idea: Conditional flags(Hasn't got much to do with tickets though). How about you have flags surrounding a strategic location flag that are capped very quickly that need to be neutral or capped by your side in order to cap the center one. For instance, if you're trying to cap warehouse on Fool's Road there will be flags on the hills west, north and south as well that need to be neutral or in your possession for you to cap warehouse. In reality it wouldn't matter if you controlled the warehouse if you had enemies entrenched in the hills around. Also, if the flags would constantly go towards neutral so that if there's no one there the flag will start to drop until it goes neutral and the cap requirement could be raised(4-5 people instead of 2) that would be great.

In b4 hardcoded.
Make Norway OPFOR! NAO!
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Remove tickets

Post by Sabre_tooth_tigger »

^^ Sounds a bit like the effect a large flag radius has except it would require groups of people to stay in certain places to cap the centre flag whereas on sunset the enemy can be anywhere!


Seems more like the basis for capturing an entire map rather then just one area with defence of each flag necessary instead of the progression AAS produces.


I never played 1942 but recently read the score system explained and it sounded alot like my 'idea' I posted above. Like alot of things was 1942 superior to bf2 in this way?
Last edited by Sabre_tooth_tigger on 2008-05-12 01:04, edited 1 time in total.
PFunk
Posts: 1072
Joined: 2008-03-31 00:09

Re: Remove tickets

Post by PFunk »

At least there should be significantly more tickets on some maps. Depending on the chaos that ensures there can be some VERY short matches. A few times its been the lament of a squad mate at the sound of the siren "Damn, and just as we were getting organized".
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: Remove tickets

Post by Sabre_tooth_tigger »

They reduced ticket amounts after the spawn changes just because there is less zerging now. Overall I think the game runs a similar pace to 0.5 and some games are right to end very quickly, like when usmc lose all flags on jabal it can still drag on a bit
Sirsolo
Posts: 185
Joined: 2008-04-07 01:06

Re: Remove tickets

Post by Sirsolo »

Flags represent strategic areas. (Such as flags underground called things like "Village")

Tickets represent soldier force. Anyone want another Stalingrad?

Ticket=Method of making the game realisitic.
Tartantyco
Posts: 2796
Joined: 2006-10-21 14:11

Re: Remove tickets

Post by Tartantyco »

Sirsolo wrote:Flags represent strategic areas. (Such as flags underground called things like "Village")
-There's rarely anything strategic about the flag areas.
Sirsolo wrote:Tickets represent soldier force. Anyone want another Stalingrad?
-No, they're a time limit in addition to the actual timer. You should not lose tickets from flags because it only validates rushing as a tactics.
Sirsolo wrote:Ticket=Method of making the game realisitic.
-No.
Make Norway OPFOR! NAO!
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It's your hamster Richard. It's your hamster in the box and it's not breathing.
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