Do some maps need an order of capture?

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Meester
Posts: 154
Joined: 2007-07-15 00:05

Do some maps need an order of capture?

Post by Meester »

Im basically thinking that Operation Barracuda and Muttrah City could be better served by not having an order of capture or maybe just change the orders around.

With helicopters and a a sea based position for the US on those maps, they can strike a bit more fluidly unlike a map like Qwai River where other flags are between they US and the Chinese main base for example.

Theoretically the US could capture the Fort first and leave the Docks until last. On Operation Barracuda, the Missile Silo could be captured first. Mauybe Im stating the obvious here :)
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Do some maps need an order of capture?

Post by Spec »

Barracuda IS random already.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Do some maps need an order of capture?

Post by arjan »

I think he measn, all flags are capable, not that you always know where they strike, just like a air assault.
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: Do some maps need an order of capture?

Post by RedAlertSF »

Not really, I don't like this. Would turn to vBF2 where people just wander around and take all flags when people are not there.

However, Operation barracuda doesn't just need, it REQUIRES another flag to capture at start. Right now, I'm quiting when Barracuda is loading in server, because it just sucks. USMC will never make any progress.

Muttrah is pretty good, but would be nice if USMC could capture East city at start.
VoXiNaTiOn
Posts: 1644
Joined: 2008-07-26 15:15

Re: Do some maps need an order of capture?

Post by VoXiNaTiOn »

AAS v3 for Muttrah? Would be quite sick.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Do some maps need an order of capture?

Post by McBumLuv »

I understand what you mean, that some maps that aren't linear in the sense of asymmetrically balanced assets and terrain should also have different ways to use that asymmetry. However, reverting to vBF 2 "conquest" mode is a step in the wrong direction. What I'd love to see is a "secondary" objective that runs along side simply holding the area.

For instance, instead of the whole team rushing the first flag, a secondary objective could involve a small group to go and attack supply lines. Perhaps an enemy bridge leading off the map/boat at docks that gets destroyed can push the team back? The only problem with this is that it forces players to defend their mains as well.
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Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Do some maps need an order of capture?

Post by Spec »

Well, no order at all would be a step backwards. I disagree with that part of the suggestion. Order needs to be there, but I'd have no problem with it being randomised. But please not people wandering around alone looking for unprotected flags.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Do some maps need an order of capture?

Post by AnRK »

I think flag order could be ignored when other factors might come into play with later releases.

Code Red has said in that DEV journal entry with that hella cool looking insurgency map that assets and flags being linked is something that is gonna become more central to how PRs flag capping works, hopefully it will become more common too.

So you could have a map where all flags were cappable but the asset bonuses wouldn't come into play if you didn't have certain flags.

Allow me to demonstrate on this badly illustrated map using everyone's 2nd favourite "Wow! That's alot of assets!" map;

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This is the AAS system, but say it didn't apply to flags, just assets so this kinda thing could happen...

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So you could take a flag if you thought it was a good tactical decision, but you wouldn't benefit in terms of gained assets, so you can weigh up the pros and cons of both approaches and what kinda game you wanna play.
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: Do some maps need an order of capture?

Post by CodeRedFox »

AnRK wrote: So you could have a map where all flags were cappable but the asset bonuses wouldn't come into play if you didn't have certain flags.
Its still at the end of the day mappers choice, but I think you will see more of it as its worked out really well.

"You want that helicopter noob, you better get off you *** and cap that flag" :-P
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"apcs, like dogs can't look up" - Dr2B Rudd
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Do some maps need an order of capture?

Post by AnRK »

[R-DEV]CodeRedFox wrote:"You want that helicopter noob, you better get off you *** and cap that flag" :-P
I can't wait for that situation to arise :p

Yeah it is a mapper thing though, I didn't mean to insinuate otherwise, personally I love the variety in gameplay we get on the occasions where they're pioneered (random AAS, that thing with the APC and chopper on Korengal) and can't wait for more stuff for mapper to play with.
Cobhris
Posts: 576
Joined: 2008-06-11 07:14

Re: Do some maps need an order of capture?

Post by Cobhris »

I think there simply need to be more flags open to attack at the outset on those maps. The problem is that the USMC only has one landing zone, which is clearly known to the enemy. I know there aren't a lot of places on Muttrah that make sense to use as a location for an amphibious assault, but on Barracuda 2 flags need to be cappable from the start so that the USMC could (for example) have one squad launch a diversionary attack at the bridge while the rest pour into the airport and seize it. AASv3 doesn't help much here because there is still one marked flag that the Marines HAVE to attack.
Orthas
Posts: 72
Joined: 2006-09-16 08:02

Re: Do some maps need an order of capture?

Post by Orthas »

In Barracuda it would be great to have two flags initially available. Though first flag is quite easy to rush before Chinese get defenses up there.

Generally speaking I think it's great to have more of random AAS and assets linked to flags thingys. Flags need a meaning, other than capping for the sake of capping (and possibly outcapping enemy).
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