Control Game Mode

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Control Game Mode

Post by Harrod200 »

Taken from here and expanded.

The majority of these should be possible, and should make for a more interesting game mode.

New game mode: Control

Similarly to the original BF2 mode in all flags being capturable from the start, minus the main base. Unlike BF2 or PR, there is no bleed unless the main base is captured. Additionally, only basic limited kits (LAT, LMG) are available from the usual places. There are no rearm/repair stations in main bases.

Each flag, instead of representing merely area control represents an actual facility/position, thus holding it provides actual in-game advantages.

For example, on a hypothetical map there are 4 objectives; an airport, an entrenched hill position, a military base and an ammo dump. When each objective is secured, it grants a certain benefit to the controlling side;

Airport: Initiates a small negative-bleed to the controller, meaning tickets slowly increase, simulating reinforcements arriving via air. Large cap zone, and likely the main objective of the battle.
Hill Position: Decreases off-map artillery rearm time, allowing the controlling side to call in arty much more often.
Military Base: Spawns a number of vehicles, dependant on the map. Can for example spawn APCs and transports, vastly increasing the holding team's arsenal.
Ammo Dump: Allows request of advanced limited kits (HAT, Marksman/Sniper, Grenadier etc) as well as acting as a vehicle repair/rearm station.

Unlike AAS, where we are simply fighting over territory, in this game mode we are fighting over assets, with each one giving us a specific advantage or disadvantage to holding. By holding each asset, we gain a tactical advantage to the battle while also denying it's use to the enemy.

As all flags are capturable from the start, it gives each team a choice as to which flags to prioritise, and each flag held changes the course and dynamic of the battle. When all objectives are held by one side, the enemy main base is made capturable.

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Rudd
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Re: Control Game Mode

Post by Rudd »

Airport: Initiates a small negative-bleed to the controller, meaning tickets slowly increase, simulating reinforcements arriving via air. Large cap zone, and likely the main objective of the battle.
Hill Position: Decreases off-map artillery rearm time, allowing the controlling side to call in arty much more often.
Military Base: Spawns a number of vehicles, dependant on the map. Can for example spawn APCs and transports, vastly increasing the holding team's arsenal.
Ammo Dump: Allows request of advanced limited kits (HAT, Marksman/Sniper, Grenadier etc) as well as acting as a vehicle repair/rearm station.
I agree

say, on Barracuda, taking the airfield allows you to repair/rearm ur choppers there?

I would be particualrly interested in seeing flags that allowed more area attacks

Spawning vehicles would only really work on island assault maps, simulating vehicles being dropped in for use.
As all flags are capturable from the start, it gives each team a choice as to which flags to prioritise, and each flag held changes the course and dynamic of the battle. When all objectives are held by one side, the enemy main base is made capturable.
not sure about this bit, vBF2 style flag caps may make the public teams more fragmented, the AAS does give pubbers direction they would otherwise lack. (see. CnC mode lasts ages and is not pubber friendly for this reason) Barracuda is a good example of a good AAS layout now since 3 flags can be taken at the start, giving strategic freedom, yet a realistic objective.
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Gore
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Re: Control Game Mode

Post by Gore »

I like this suggestion.
Harrod200
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Re: Control Game Mode

Post by Harrod200 »

The thing is, if you force a specific flag order, it greatly reduces the value of the flags. If the enemy can only attack one flag, the whole enemy will be there waiting. With multiple flags up for capture, it is up to the teams to decide how to divide their forces.

Spawning vehicles would work on a landlocked map where you capture a military base to simulate capturing a motorpool/base and thus gaining use of the vehicles therein.
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DXfan01
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Re: Control Game Mode

Post by DXfan01 »

i really like this suggestion
Rudd
Retired PR Developer
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Re: Control Game Mode

Post by Rudd »

Spawning vehicles would work on a landlocked map where you capture a military base to simulate capturing a motorpool/base and thus gaining use of the vehicles therein.
yes, but if the americans overrun a MEC motorpool, its not like there are gonna be humvees inside is it? The Americans could use the facility to repair their own vehicles, but the vehicles themselves would have to be brought in.
The thing is, if you force a specific flag order, it greatly reduces the value of the flags. If the enemy can only attack one flag, the whole enemy will be there waiting. With multiple flags up for capture, it is up to the teams to decide how to divide their forces.
What will happen is that the pubber squads (unless they are exceptional and have a commander or are on mumble the the correct channel (for christ sake SLs get in that damned channel, its nice and shiny in there)) will go "ah, sq 1 is going for that one, sq 2 is going for that other one, sq 3 is going for that other one, so we'll go for the one no1 is going to"

this will result in one of 2 scenarios

1) 1 squad vs 1 squad on each flag until one of the squads is forced out, allowing a squad to cap the flag and hopefully help out another squad. - a long winded and rather boring result.

2) Lots of teamwork as squads work together to outnumber enemy squads, leaving some flags alone in the hopes that only one enemy squad is on the flag they want. - will either go very well or very badly.

having an AAS system allows multiple squads per flag per team, increasing teamwork etc to acheive an objective. But tbh, if you havent' got a bleed...you can just ignore the flags completely. (Barracuda a good example again)

But generally it means that its 1-3 squads engaging eachother per team, which is more fun imo as it gives the impression there are more than 64ppl on the map.
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Harrod200
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Re: Control Game Mode

Post by Harrod200 »

The whole idea of the game mode is the whole team working together and prioritising which flag effect they value most, and which they are willing to concede to the enemy. Without the ability to choose the flag they're attacking, there is no 'value' to the flags, it's just AAS but with unfair advantages to the team that, say, has the more powerful objective in their chain earlier.

As for vehicles spawning, this is true, but surely there can be some willing suspension of disbelief involved?
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Gore
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Re: Control Game Mode

Post by Gore »

This is getting very interesting, you guys know how to come up with ideas :)
awqs
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Re: Control Game Mode

Post by awqs »

This is a pretty cool idead +3
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Harrod200
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Joined: 2007-09-07 12:08

Re: Control Game Mode

Post by Harrod200 »

GoreZiad wrote:This is getting very interesting, you guys know how to come up with ideas :)
I do have the odd good one, though usually like this one I take the skeleton of someone else's and flesh it out a bit :)
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masterceo
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Re: Control Game Mode

Post by masterceo »

great idea
but i have one additional suggestion:
how about one flag which will be a "strategic point". it would be a flag placed in a point which would have a strategic value in RL (city, hills overlooking a valley, radio station, etc.) and it would me somewhere near the center of the map. it will not spawn anything, but taking control over it will mean controlling a strategic objective and therefore initiating a ticket bleed on opposing side. so SLs and commanders must chose: take over strategic point and hold it untill enemy tickets go down to 0 or go for additional support/assets and then attack the strategic objective

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artwie
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Re: Control Game Mode

Post by artwie »

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Wow, this is exactly what I thought of, flags acting as assets, abit like CoH :D
I hope there will be a gamemode like this, something different then AAS and Ins

I also hope there will be commanders at this gamemode, since your team can't decide themselves whether they take X or flag Y, or defend ofcourse.
Harrod200
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Re: Control Game Mode

Post by Harrod200 »

masterceo wrote:great idea
but i have one additional suggestion:
how about one flag which will be a "strategic point". it would be a flag placed in a point which would have a strategic value in RL (city, hills overlooking a valley, radio station, etc.) and it would me somewhere near the center of the map. it will not spawn anything, but taking control over it will mean controlling a strategic objective and therefore initiating a ticket bleed on opposing side. so SLs and commanders must chose: take over strategic point and hold it untill enemy tickets go down to 0 or go for additional support/assets and then attack the strategic objective
I dunno about that, the way I see it, you have 2 bases and a variety of objectives. Once you have all the objectives, you then take out the enemy main. I'm trying to avoid a 'take one flag and camp it' game mode as we often see in AAS now, which the bleed-causing flag would encourage.

What I'm trying to do is encourage offensive actions, since you'll always be at some disadvantage if the enemy holds even one flag. There is little advantage in soley digging in (though the Airport objective would be reasonably good for that, given that it gives the controller an increase in tickets), as the enemy will be pummeling you with extra vehicles and artillery every 5-10 minutes. If they held the airport too, it'd end up with the two assets cancelling each other out.
artwie wrote:Wow, this is exactly what I thought of, flags acting as assets, abit like CoH :D
I hope there will be a gamemode like this, something different then AAS and Ins

I also hope there will be commanders at this gamemode, since your team can't decide themselves whether they take X or flag Y, or defend ofcourse.
The commander would be much more useful than in AAS, given that the game mode requires a team decision on how to split the forces, he would be more useful in coordinating the operations.
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thedoombringer0
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Re: Control Game Mode

Post by thedoombringer0 »

I support this suggestion :-)
Known also as "Adamski"

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GeneralNorth
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Re: Control Game Mode

Post by GeneralNorth »

I support this suggestion!
arjan
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Re: Control Game Mode

Post by arjan »

I support this suggestion! :razz:
R.J.Travis
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Re: Control Game Mode

Post by R.J.Travis »

Dr2B Rudd wrote:I agree

say, on Barracuda, taking the airfield allows you to repair/rearm ur choppers there?

I would be particualrly interested in seeing flags that allowed more area attacks

Spawning vehicles would only really work on island assault maps, simulating vehicles being dropped in for use.



not sure about this bit, vBF2 style flag caps may make the public teams more fragmented, the AAS does give pubbers direction they would otherwise lack. (see. CnC mode lasts ages and is not pubber friendly for this reason) Barracuda is a good example of a good AAS layout now since 3 flags can be taken at the start, giving strategic freedom, yet a realistic objective.
I Agree with Dr2B about the vbf2 thing

+1 idea
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Safekeeper
Posts: 224
Joined: 2007-09-23 19:24

Re: Control Game Mode

Post by Safekeeper »

The idea that CPs should be more than just points taken to have somewhere to spawn, and to make the enemy bleed tickets, is one I myself have been playing with for a while. I'd like to see such a map be made.
Sadist_Cain
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Re: Control Game Mode

Post by Sadist_Cain »

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Nice one Mr Harrod
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Zeppelin35
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Joined: 2008-01-13 02:55

Re: Control Game Mode

Post by Zeppelin35 »

This is exactly what I've always wanted from flags on a map. Right now there is little inititive to go after flags other than fun. A lot of times, if a team is lossing, they pull back to a single flag then have the enemy team wear themselves out trying to take it, which costs them a lot of tickets. Maybe with a system like this people would hve to keep attacking flags while also defending their own to keep the assets flowing.
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