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Re: Idea, Experimental AAS/twist
Posted: 2012-01-02 19:35
by Web_cole
Antol.PL wrote:I like it. But there will be ghosting like with caches. Maybe a "Poll" about that?
There is a lot less ghosting in Insurgency than people who complain about it.
This seems like a pretty awesome idea all round

Re: Idea, Experimental AAS/twist
Posted: 2012-01-02 19:47
by killonsight95
how about just have more pathways with simliar flag layouts bit with some differances
eg. 10 flags:
1st: 1,2,3,4
2nd: 5,6,7,8
3rd: 5,7,8,9
4th: 2,4,6,8
5th: 1,2,7,8
by having similar starting flags, it'll be harder to guess the next one.
btw with 10 flags there are 210 different arrangements with a 4 flag layout, 252 for 5 and so on (i think)
Re: Idea, Experimental AAS/twist
Posted: 2012-01-02 21:36
by Arc_Shielder
I like it, but unless some maps get redone (by adding POIs and multiple pathways), then Vadso and others will be a rushfest.
Re: Idea, Experimental AAS/twist
Posted: 2012-01-03 09:07
by cyberzomby
Good suggestion and good that its brought back up again. Certainly worth exploring imo. Any community modders out there that wish to try this out
You could do a test with a version where the other teams also knows the flag or keep that hidden as well.
I also like the slight delay karam talked about.
Re: Idea, Experimental AAS/twist
Posted: 2012-01-03 19:50
by General Dragosh
I'm happy that this suggestion had such a positive hit.
Well this mode is at first a basic idea, no one's done it so it needs to be coded and tryed out thurely as to see how much will it screw with people's heads xD
If someone code's it id say we'd all be happy =D
As for ghosting, its everywhere, cant stop it except ban/kick people, as they say Players are
Hardcoded , but the good players(who play by the rulebook) will have fun playing it.
Re: Idea, Experimental AAS/twist
Posted: 2012-01-05 03:38
by Bringerof_D
great idea, If you dont know where the next flag is, then you won't be able to tell what direction the enemy might come from. currently you can pretty much assume several obvious paths of approach to you that the enemy will take from their flag to yours, with this at a neutral flag you won't know that.
this will also add to the realism for me at least. Although armies will have pre planned their operations, the battlefield is an ever changing environment, objectives will move and priorities change. This will allow the opening tactics to be more free form on more organized servers, giving the troops a better feeling of a dynamic environment.
Re: Idea, Experimental AAS/twist
Posted: 2012-01-05 12:54
by PatrickLA_CA
I support this idea, it's very nice.
Re: Idea, Experimental AAS/twist
Posted: 2012-01-05 15:26
by ryan d ale
The idea is good.
So instead of revealing caches with kills and int points you reveal flags with capturing flags?
The idea sounds like it needs some kind of cheap, lame name like 'Dynamic Battle'.
Would be cool to fight and not know what's next and always having to adapt and be challenged.
Re: Idea, Experimental AAS/twist
Posted: 2012-01-05 15:45
by General Dragosh
ryan d ale wrote:The idea is good.
So instead of revealing caches with kills and int points you reveal flags with capturing flags?
The idea sounds like it needs some kind of cheap, lame name like 'Dynamic Battle'.
Would be cool to fight and not know what's next and always having to adapt and be challenged.
I assure you my friend this is far from dynamic
As to not to appear like a troll i shall say this, it's not more or less dynamic than any other mode's xD
Actually this mode would more accuretly portray reality, the reason being that in reality you wouldnt know where the enemy camps are or what their strategy is, so this mode would portray exactly that. Of course at one point the opposing forces would clash at one point where both of their objectives would meet.
I play airsoft, and finding a enemy base that is "over there somewhere" can be a big job, since you dont know where it is, wakling will get slowed down to reduce walking sound, the area awareness must too be highend. Playing a game in such a way pushes people to ambush more and to be much more stealthy in their actions, but that is only true for forest maps (well forests a a overkill on stealth, urban maps would be much less stealthy due to an cocnrete rainforest enviroment, that and we cant enter every building ingame =D). Urban maps are a totally different story, if muttrah had this mode it would of course encourage stealth above all else, you dont want the enemy to find your fob now do you =D, the next thing would be clearing every building you can find, of course muttrah needs more flags on areas where a lot of buildings are not just the obvious one's like mosque/docs, maybe a much greater number of flags with a very small radius might do a job in such urban areas, muttrah is nice and all but it could use a little bit more infantry combat in those small alleys and corridors, because in reality infantry in urban maps are essential because armors and other armored equippment cant clear a 7 store/y (floors ?!) building very well.
Well this turned out to be a biit too much text now

Re: Idea, Experimental AAS/twist
Posted: 2012-01-05 21:10
by colodorian
I love this idea and anything to make PR more realistic is a +1 in my book.
Some thoughts about it I had is that you might be limited to open forest type 4km maps as a map like muttrah you really dont have enough space to work out random flags. For those servers that have a history of terrible team work this'll be a challange as you are going to need a strong commander and squads to have a decent round. MAYBE killing/arresting squad leaders can net you information points as does arresting civies in insurgency to throw another thought out there
Re: Idea, Experimental AAS/twist
Posted: 2012-01-06 01:32
by Redamare
I ... LOVE IT . .... when using General common knowlege .. how would one force know where the next force is going to attack or fortify?? they wont ... this idea will work extremely well with PR game play.
YES on smaller maps it may be a bit harder to use the PAS system because of the small close size and limited fortification/attack worth targets. but other maps such as Black gold, Fools road and kashan this idea can work to its limit

Re: Idea, Experimental AAS/twist
Posted: 2012-01-06 01:37
by Yrkidding
Definitely like this idea, would be good to see the riddance of the whole flag rushing tactic.
Re: Idea, Experimental AAS/twist
Posted: 2012-01-06 03:02
by Lone-Assassin
Would be nice as well because there will be a sort of edgy feel to gameplay. At the moment on alot of maps you can almost predict the direction the enemy will attack from or simply be found. On maps like Muttrah its unavoidable but on the larger AASv4 maps you will have to plan as you go along and really stay on your toes. It really winds me up that on some maps the entire game can be somewhat ruined by one squad immediately attacking the last flag to stop the enemy or disadvantage them early on.
Would it not be possible to create a temporary dome of death on each teams initial flag to stop the opposing team from rushing it?
Re: Idea, Experimental AAS/twist
Posted: 2012-01-06 13:34
by Xander[nl]
Lone-Assassin wrote:
Would it not be possible to create a temporary dome of death on each teams initial flag to stop the opposing team from rushing it?
Not possible afaik, but these gameplay ruining
tactics should be solved by admins. On the NwA server for example it is forbidden by rule to assault the enemy's first flag right away.
Re: Idea, Experimental AAS/twist
Posted: 2012-01-06 23:42
by sylent/shooter
great idea. That is all I shall say because honestly I cannot say much more

It will be like frontlines: Fuel of War which worked amazingly well

Re: Idea, Experimental AAS/twist
Posted: 2012-01-11 05:46
by General Dragosh
Would be interesting to hear a DEV's thought on this =)
Re: Idea, Experimental AAS/twist
Posted: 2012-01-11 08:28
by AFsoccer
General Dragosh wrote:Would be interesting to hear a DEV's thought on this =)
You already have
https://www.realitymod.com/forum/f18-pr ... ost1713793
Re: Idea, Experimental AAS/twist
Posted: 2012-01-11 13:14
by General Dragosh
Damn it, i guess i should have had a sleep instead of staying awake for 2 days xD