Another AAS Thread

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Hoss
Posts: 171
Joined: 2004-08-11 16:00

Another AAS Thread

Post by Hoss »

AAS seems to be the biggest complaint I've come across so far with this new release. I see the reason behind AAS. And for some of the maps it works when all the payers are working together.

The problem I have with it is that there is no defensive stratigy needed. Might as well have a wal-mart like announcement over the server. "All defending players please report to flag 1"

And when the attacking teams takes flag one, it starts all over with flag 2.


My question is, is there a way to "weight" the flags per the order of presidence?

For example:

The back flag would take a 5:1 attacker/defender ratio to cap it and decreasing that ratio as you work backwards? That way the threat of back flags being taken may spread the fighting out a bit. And it would still have some of the qualities AAS is trying to embed with a squad having to work together to cap a back flag?
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the.ultimate.maverick
Posts: 1229
Joined: 2006-02-19 23:49

Post by the.ultimate.maverick »

This is certainly being looked at - and all suggestions are being looked at! Remember this is only a mini-mod, we're trying things all the time
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Hoss
Posts: 171
Joined: 2004-08-11 16:00

Post by Hoss »

This is certainly being looked at - and all suggestions are being looked at! Remember this is only a mini-mod, we're trying things all the time
Ah yes, have no fear I'm aware of that. Just thought I'd throw an idea out there. Thanks for all the effort, and keep up the good work guys.
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ScotCop
Posts: 219
Joined: 2005-11-16 15:54

Post by ScotCop »

Being able to assault two flags at one time would be cool i guess mix things just a little maybe confusing tho. 8-)
eggman
Retired PR Developer
Posts: 11721
Joined: 2005-12-27 04:52

Post by eggman »

The problem with 2 flags is it's not 2... it's 3 (attacker base, objective base, defender base).

We're looking at ideas of addressing this and all input is appreciated, cheers!

egg
[COLOR=#007700][COLOR=DarkGreen]C[COLOR=Olive]heers!
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ZupaflyBE
Posts: 22
Joined: 2006-05-17 05:13

Post by ZupaflyBE »

I think a solution might be to go with a sort of linked system like in UT2004 onslaught mode so when you capture point 1 (docks) you can then capture 2 next points and depending on which you capture, you can move on to one of next 2 points

Or a similar solution where you can capture the closest part and the part furthest away so docks and the point on the other side of map and go inwards after capturing points.
OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Post by OverwatchX »

ZupaflyBE wrote:I think a solution might be to go with a sort of linked system like in UT2004 onslaught mode so when you capture point 1 (docks) you can then capture 2 next points and depending on which you capture, you can move on to one of next 2 points

Or a similar solution where you can capture the closest part and the part furthest away so docks and the point on the other side of map and go inwards after capturing points.
I like AAS but if there is going to be a change, I like these ideas. Another would be to mimic what was in Red Orchestra where a flag requires a certain number of soldiers present before it begins to change hands.

With all that being said, I like AAS as it is currently designed.
NikovK
Retired PR Developer
Posts: 1616
Joined: 2005-10-28 09:56

Post by NikovK »

I seriously think AAS needs flexibility in which flag you can attack next to allow strategic flanking and help disperse defenders on the more difficult maps like Mutt City. AAS orders branching into "trees" (multiple nearby objectives unlocked as you advance) could definately help.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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Hoss
Posts: 171
Joined: 2004-08-11 16:00

Post by Hoss »

I seriously think AAS needs flexibility in which flag you can attack next to allow strategic flanking and help disperse defenders on the more difficult maps like Mutt City. AAS orders branching into "trees" (multiple nearby objectives unlocked as you advance) could definately help.
I seriously think AAS needs flexibility in which flag you can attack next to allow strategic flanking and help disperse defenders on the more difficult maps like Mutt City. AAS orders branching into "trees" (multiple nearby objectives unlocked as you advance) could definately help.
Good options as well.
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EPatrick
Posts: 305
Joined: 2006-05-12 04:41

Post by EPatrick »

The AAS will get better and better through future releases.

No worrys at the moment from me. :)
ZupaflyBE
Posts: 22
Joined: 2006-05-17 05:13

Post by ZupaflyBE »

I like the other idea of multiple soldiers at 1 point as well, this would make sure they would have to squad attack a flag, not just put 1 lost soldier on it.
OverwatchX
Posts: 258
Joined: 2005-07-10 20:53

Post by OverwatchX »

I look at the AAS model as an abstract order of battle thingie given by some higher ups (brass). That works for me. It's like: "Take these objectves in this order men!". Besides, I like how it really makes the battles ebb and flow and concentrated.
Neuromante
Posts: 85
Joined: 2006-03-02 10:35

Post by Neuromante »

Actually, I feel battles are too much concentrated. When it's 32 on 32 (or even 16 on 16), and the whole defending team is stacked up on a flag it makes it really too hard for the attackers.
Take Muttrah City for example. It's really a great map. The fact is, I could see 1/4 of it circa. The USA continued to come over and over trying to move us from that flag, but we eventually held it until the end of the game. I mean, what the hell? They have helos, they can land at whatever flag they want and secure it! Oh, right, AAS.
AAS creates unbalance, too. While you are defending a flag and you die there's no problem: You are going to respawn soon right there. But if you are assaulting, you are going to respawn a five hundred feets away on a carrier, and probably wait 4+ minutes for the blackhawk to respawn.

The whole problem with the normal BF2 flag-mode is that it destroys frontlines. Usually someone hops into a jeep and runs to an advanced flag behind enemy lines, so his whole team can magically appear there. This would be fixed by setting the main base as the only spawn for both teams, and would fix many exploits (spawncamping included) and dramatically increase realism, other than creating much more dynamic and tactical battles. Now, wouldn't it?
Real_CaGeD
Posts: 1
Joined: 2006-05-12 21:15

Post by Real_CaGeD »

I say go to a goal oriented style game mode, and reinforcement type play like red orchestra if the engine will let you. But I dont know shit i just like realism.
hachichin
Posts: 66
Joined: 2006-05-15 03:21

Post by hachichin »

The devs seem pretty firm in their dedication to AAS, so I don't think there will be any major changes to it. But I do like your idea. The idea of having capable flags yet only being able to spawn in the main/carrier. That would be great on Muttrah for example. The heli-transport would be essential throughout the game, but you wouldn't have the problem of 200 MEC's at the Docks with AT-missiles shooting missiles like english medieval archers towards the approaching helis that have no choice but to try and land there. :)

(not that I've seen this happen.. there's usually only one or two AT's, but if one of those is me then that's enough...) 8)
the.ultimate.maverick
Posts: 1229
Joined: 2006-02-19 23:49

Post by the.ultimate.maverick »

The DEVs take everything onboard....they see all...must run before they see me....
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