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Re: Flag-Ticket Mechanics Change

Posted: 2019-10-30 21:58
by Rusty_42
So when I'm rushing Muttrah's North City flag(s) as MEC I'm not getting map control because.....?
You are, but it's a map with frontline 300m wide, unlike others.
different game mode with far less players involved on either side, no vehicles, no vehicles, no FOBs, onto the flags in the AAS game mode because that's the only thing Skirmish and AAS have in common(at least in the argumentation).
In short: Your argument is not applicable to AAS in any way.
I've seen same happening on AAS many times, argument is valid.

Current system is flawed.

Re: Flag-Ticket Mechanics Change

Posted: 2019-11-06 22:45
by UncleSmek
CAS_ual_TY wrote:Flags dont/barely give you map controll. And flags also dont determine who is winning. They can, but need not.

The AAS system (and the flags) serves (or tries to do) 2 things:
- Give players something to do (objectives)
- Represent the current frontline (= represent the map control)

From the manual:


You can completely control a flag without capping it. The main reason you cap flags right now is to try and get to the enemy bleed flag (and stop the enemy from getting to yours). But the 30 tickets punishment does not punish the winner, it punishes the loser, as only the loser gets punished by those 30 tickets.
In other words: Instead of punishing a flag loss, you should reward a flag take.

If you play skirmish (properly, 8v8, no retards) you often do not even cap the flags or middle flag, which shows how flawed they are.

TL;DR:
- If any situation can occure, where it is better to wait and let the enemy take an objective in order to then retake it, rather than taking it immediately in the first place, the objective or the system behind it is flawed. What does the objective do, what is it for, if you want your enemy to take it?
I agree with this

Re: Flag-Ticket Mechanics Change

Posted: 2024-02-08 15:56
by CAS_ual_TY
bumping because Suchar requested me to bump it :thumbsup:

Re: Flag-Ticket Mechanics Change

Posted: 2024-02-09 09:46
by waldov
This is a good idea, I've always felt playing the flags/objectives isn't as decisive as it should be at times, especially on lots of asset heavy 4km maps where the dominating asset team usually wins regardless of how the flags play out.

A 30 ticket loss is usually a drop in the bucket in the bigger scheme of things and barely compensates the risk the attacking team makes with its assets and infantry squads which generally favors the team playing defense.

A ticket bonus in addition to capturing would help balance that aspect as well as encourage more aggressive, team orientated gamplay in the beginning instead of half the team rushing off to do there own personal quests leaving a handful of squads to try clean up the neutral flags as an afterthought.

Re: Flag-Ticket Mechanics Change

Posted: 2024-02-09 21:56
by bad_nade
First flag rush in its own right is argument against gaining tikects from captured flags. It's risky tactic that should have trade-offs, like no ticket reward and long supply routes (yes, I'm against field resupply for heavy assets as well).