Bluedrake42 wrote:Its just I don't like how the frontline always seems to be near the center
There's lots of good parts of the map that never or rarely get played
Like on iron ridge, I never play the city near the militia base
It's almost ALWAYS at chemical plant or apartments
Bluedrake42 wrote:But let me clarify, I'm not unhappy about the map quality, I'm just unhappy with how the maps are handled. I don't like fighting over the same areas of the map over and over again. AASv4 helped a lot, but seriously how often do you attack the castle in muttrah? Or North Outpost in Kashan? And even when you do, the enemy is probably bleeding tickets by then, so its usually a short battle.
This isn't so much the mappers fault, its more down to how the AAS gamemode works and if your getting this it actully means the mappers have done there job and your just fighting an equally skilled enemy, which when dealing with 64 players, that's how its mostly going to turn out. Only when one team is much stronger than the other is when you really see flag moving on a balanced map which isn't very often unless playing in tourment and clan games and even then which still quite often have pretty equally skilled sides, just more cordination and stratergy which can brake the stalemate.
The simplest soultion to this problem is vBF2's, "Conquest" game mode, where you can attack any flag on the battle field at any time but as we all know, this turns into a game of wack a mole and generally has very little real life tactics invloved with it as a result
Bluedrake42 wrote:I'm hoping that someone can help me brainstorm a solution, but I think have an idea, and maybe you all could take a liking to it.
We have AASv4 which randomizes the flag capture "routes", which is awesome. But maybe we could implement a mode (AASv5?) that not only randomizes "routes", but also randomizes the position of initial spawn points, FOB's, and also what flags are initially captured by which team.
Well the big problem with random main bases is that main's rely havily on staticobjects and as such, all you could do without the static objects is plonk a flag down and vehicle spawns etc in the middle of no where, which would mean the likley hood of base rape is far grater. In some rare cases this can work, but the map really needs to be developed with this in mind but you can't really do it in the "randomized" way your thinking of.
Bluedrake42 wrote:So take for instance, a new randomized start: MEC occupies all flags up to North Village, there's a starting spawn @ North Village for MEC which lasts for 2 minutes allowing the MEC to spawn there and set up a quick defensive. Since MEC own the majority of the flags, USMC doesn't have any bleed flags, but now MEC has 2 bleed flags @ South Village and North Outpost.
So now the fight begins at North Village! Which totally changes up the map! There could also be different variants every time, maybe MEC has to defend South Outpost initially, or maybe USMC has to defend bunkers, or North Outpost ETC. ETC.
This not only changes up the order of flags captured, but also changes where the first frontline will most likely be. You could even take it further, and randomize starting FOB's like starting the MEC at bunkers with APC's Logi's Etc. (much like silent eagle and the missile Silo)
Tell me what you think, obviously this is just a quick sketch and I'm not even sure if its possible, but if you have any ideas to tweak it or make it better please tell me =)
Yes this is a very good example of how we can do lots of diffrent layers to have the same map played in a totally diffrent way, I've been thinking of something a little like this for Muttrah for some time but been too busy to implment, as it also really requires modifiy muttrah a bit for it to work well and right now I have too much work to do it at the moment.
But ye, like I said above, this can't really be done with randomization like your thinking (unless we where going to do a lot of new python code which tbh, wouldn't be worth it), instead it has to be done with diffrent map layers (like we have the Standard, Alternative and Infantry layers right now, although right now in most cases, the flag layouts are all clones).
The biggest problem with this is that the server admins need to run these other layers which even if we tell them they are really diffrent and well worth running for a change, for some reason they keep on running the normal layers
For your example of Kashan with the MEC holding all the flags at the start, we actually use to have a gamemode just for this called "Counter Attack" where one team would have to have loads of firepower to start off with to allow them to push though the enemy lines, but then after a period of time the "defending team" would have a load of heavy vehicles spawn in to help push back the enemy again. It worked ok but it wasn't that much of a sucsess and was removed mainly due to the upkeep of the layers for it and servers didn't run it much, which was a bit of a shame tbh as like you said, it offered something quite diffrent. But ye, there isn't any reason why this can't be done with AAS, just you can't have some of the special dynamics CA had like the defending team could only defend flags at the start of the round until there reinforcments arrived etc.
But ye generally I agree with you, we need to look into making the diffrent map layers be more unique and try and get server admins to run them more, which I think you, the community need to really ask servers to run diffrent map layers more and then they might listen
