Humanitarian Missions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: Humanitarian Missions

Post by Ason »

Jabba wrote: -to avoid the gathering of OpFor on a patrolpoint they shouldn't be able to cap these ?flags?, decrease the speed or stop the cap of BlueFor troops.
tl;dr
-use existing AASv4 gamemode
-Make flag route invisible for Opfor.
-Balance game to make it end after all flags have been capped or enough bluefor vehicles+soldiers have been killed.

Cool suggestion would be cool to have something like this in PR. I tried to analyse the suggestion with my limited knowledge and base it on current AASv4.

(I'm going to assume you mean a convoy that is fully controlled by the players, not a vehicle that would move automatically between flags since I think that is nearly impossible to create especially how it would react to ambushes like stopping or driving away)

I think the sentence I quoted needs another solution in order for this to work. Just because a flag is not cappable or affected by one teams presence, doesn't mean opfor won't gather up on it to prevent bluefor from capping it.
I'm not sure it's doable by default (perhaps with some coding) but if the flags could be made invisible for Opfor they would not be able to gather up on them and they would not know the exact route, which would also increase realism. I'm pretty sure normal AASv4 could be used with a littlebit of tweaking to make this work.

I think making an entirely new gamemode is pretty hard to do so I would try to use AASv4 with as little tweaking as possible.

As it looks to me the most important things to answer is:
-Can a flag route be made invisible for opfor.
-Can the gamemode be tweaked to reset the flags after all have been capped. (If not the round would have to end after all flags are capped which may not be a big problem since it should be a "small" gamemode)

The bluefor tickets could perhaps be balanced to something like this (example)
[Tickets for all bluefor vehicles on map] + [100 bluefor killed] = Opfor wins

Opfor tickets could be balanced something like this
[all flags capped] = Bluefor win
or
[All flags capped] x [# routes] = Bluefor win

And in the end there is always the problem of free roaming, there is nothing that says bluefor won't take a completely different and sneaky way to the flags, of course there could be a flag every 150m along the route which would keep bluefor somewhat from going off the route.

I'm not an expert but I think keeping as simple as possible is the best way to go, first answer the big questions, all small things like where to spawn kits or crates for opfor can be answered later.
I'm sure it can be made with coding but I wanted to analyse the suggestion based on current AASv4.
The biggest problems I see are:
-making flags invisible for Opfor
-making route reset (if one route is not enough)

I think making the route invisible for Opfor is basically the most important thing along with balancing tickets to make the game end after all flags have been capped or all bluefor vehicles have been killed.
(My analysis is based on no vehicle respawns for bluefor. If they can respawn I think there will basically be no convoy only single vehicles driving different paths constantly to the next flag like it is in AAS)

And I'm sure there are a ton of other problems.
Last edited by Ason on 2015-02-09 14:17, edited 2 times in total.
Jabba
Posts: 6
Joined: 2015-02-04 15:54

Re: Humanitarian Missions

Post by Jabba »

Thanks for the feedback, i appreciate this.
@Spectrium; i don't want to misuse your thread for my idea. So if you feel uncomfortable discussing my idea in the thread you started maybe someone could help start a new thread with the title "Patrole mode/Seeding alternative" or somthing like this.
I also thought of moving this in the PR:BF2 Community Modding area. The difference between my "core" idea isnt much to AAS4 and other features of my idea alrady exists in other gamemodes. So maby a modification of an AAS layer for Lashkar Valley would do the trick to get to an early test. Ages ago i did some modifications of BF2 maps but nothing mayor. Recently i tried to set up the editor for PR but i still stuck with the basics and can't get it to work properly. So maybe i'll search help in the community modding area soon.

Jabba

EDIT: @Ason thanks for the feedback i just finished writing and posting as i saw you post
Last edited by Jabba on 2015-02-09 14:24, edited 1 time in total.
Reason: unnotcied reply
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Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: Humanitarian Missions

Post by Ason »

EDIT: Nvm, the bluefor Fobs will be a problem aswell..
Last edited by Ason on 2015-02-09 17:00, edited 1 time in total.
Spectrium
Posts: 53
Joined: 2013-02-24 14:05

Re: Humanitarian Missions

Post by Spectrium »

Jabba wrote: @Spectrium; i don't want to misuse your thread for my idea. So if you feel uncomfortable discussing my idea in the thread you started maybe someone could help start a new thread with the title
Man i just wanted to open a new thread because it was completely different than your idea. It was not about humanitarian missions but insurgency itself. So i decided to not write all of these things to not choke with long long writings. Sorry If i told it as rude man. I have a bit bad English.


It was about less weapon on spawn screen or spawning as civilian. 5 caches in different random locations at the same time which is not the goal of the game but just arming insurgents with simple weaponry. They can be destroyed and respawn in somewhere else at 20 or 30 min. No techies, No spgs, only civilian cars and bomb cars. etc etc..
Jabba
Posts: 6
Joined: 2015-02-04 15:54

Re: Humanitarian Missions

Post by Jabba »

No offence taken
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