Command and Control REDUX - 19th August 18:00 PRT - AREA 94

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Camel_Caravan
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by Camel_Caravan »

This does sound like an interesting concept which explores beyond the known boundaries of PR gameplay. I hope I can make it (and drag a bunch of my guys) and experience it for myself!

Sincere thanks and admiration for the continuous work that you guys put into giving even more to the community. Forever thankful.
rPoXoTauJIo
PR:BF2 Developer
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by rPoXoTauJIo »

Is chinese commander position open? I'd volunteer.
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YAK-R
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by YAK-R »

This sounds really interesting, too bad it's EU, and far too early for me.
GHOST_-DK-
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by GHOST_-DK- »

@cas I will bring and lead a sq
CAS_ual_TY
PR:BF2 Contributor
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by CAS_ual_TY »

Heavy Death wrote:Nice job! Sadly I'll probably not be around, make sure you record.
PR Tracker and BR of quality 10 will be available after the game. MAYBE also audio recordings of the squadleader channels.

[quote=""'[R-CON"]Chuva_RD;2170696']Would be nice if MECHINF will be added to list of key squad names, russian community would be happy[/quote]
Not sure if we are going to add those squad names (most likely: yes!) but you are definitely right.
[R-DEV]rPoXoTauJIo wrote:Is chinese commander position open? I'd volunteer.
Join our ts today please: ts.area-94.com I have a few questions. Other than that you fit in perfectly.

[quote="GHOST_-DK-""]@cas I will bring and lead a sq[/quote]
Exacty number of people?
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GHOST_-DK-
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by GHOST_-DK- »

CAS_ual_TY wrote:Exacty number of people?
Can' tell for sure, but between 6-8
AlonTavor
PR:BF2 Developer
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by AlonTavor »

[R-CON]Chuva_RD wrote:Would be nice if MECHINF will be added to list of key squad names, russian community would be happy
Right now the entire "squad names" thing is just a suggestion, It only prevents you from buying. doesn't prevent using.

We still haven't decided if only commander should buy, or squad leaders as well. If only commander can buy, then it makes the squadnames obsolete. Also if commander is a must, we're gonna need to give more roles for him other than the team's sugar daddy. Though if we make squad leaders buy, I really don't see this mod working in pubs.


Its all very easily configurable though.
Chuva_RD
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by Chuva_RD »

[R-DEV]AlonTavor wrote:Right now the entire "squad names" thing is just a suggestion, It only prevents you from buying. doesn't prevent using.

We still haven't decided if only commander should buy, or squad leaders as well. If only commander can buy, then it makes the squadnames obsolete. Also if commander is a must, we're gonna need to give more roles for him other than the team's sugar daddy. Though if we make squad leaders buy, I really don't see this mod working in pubs.


Its all very easily configurable though.
This all true but will depend on the way commander act. If he promote rigid system where he want to control everything system where only he buy things would be preferable for him. On opposite side commander promoting initiative, tempo and trusting people whom he give tasks would choose system where proper people can request proper vehicles so he don't spend time on this and keep pace.

I think ability to modify permissions in-game by commander would be great.
AlonTavor
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by AlonTavor »

Set starting assets for this event:
-removed both team's outside main "outpost" rallypoints because no trans there anyways.

respawnning:
-2 logis, 5 min respawn.

no respawn:
-x4 trans trucks
-1x VN3 / 1x BRDM -> very strong at start considering no ATGM hats for both teams.
-2x wz551 (50cal) / 2x MTLB (50cal)
-2x z9 (light supply heli) / 1x Mi8 (cow)
Last edited by AlonTavor on 2017-08-09 22:15, edited 1 time in total.
InfantryGamer42
Posts: 495
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by InfantryGamer42 »

Nice idea. Wish you good luck whit this gamemode. ??
Rabbit
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by Rabbit »

Frontliner wrote:No.

I was against that because it limits the teams abilities to decide which points are suitable for being established as defensible points. It also benefits the team closer to these control points because they can just establish their defense while the other team is still in transit. And lastly, it wouldn't be that different from capturing a flag in AAS. I wanted to conserve the freedom you have in both AAS and CnC, that aspect would be totally lost.
It does limit it, but it also keeps in realism, rather than building a fob in bum fuck no where you place a bunch of control points with route, lets say within an area area being 1.8 km from your main to 2.4km. within this fan you place control points in cities, at factories, hill tops, intersection, over passes, whatever you want, places that a military would actually want to control but also may no actually be a flag in AAS for whatever reason.

Each team would get the "area" they need to control and build a fob in and be required to locate the other teams area and destroy that fob.

Pretty much what it would do is keep some realism in there with not getting points building a fob in what would be in reality and nonstrategic area, a flaw in the current and future version.
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AfSoccer "I just don't see the natural talent."
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CAS_ual_TY
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by CAS_ual_TY »

Testing Server is up.

Password is: redux
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CAS_ual_TY
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by CAS_ual_TY »

Updated topic with FOB zones

The zones are as follows:

Blue = Zone 0
Green = Zone 1
Yellow = Zone 2
Orange = Zone 3
Red = Zone 4

CH on the left, RU on the right

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mectus11
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by mectus11 »

you're putting me out of work man

does red mean more tickets?
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KruZar
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by KruZar »

graphics r shit mectus... fire this guy.. and yes red is more tickets
DogACTUAL
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by DogACTUAL »

Rabbit wrote:...
What if i told you the whole map is the control point/strategic area?

Also, don't real FOBs often get constructed out in the open terrain to get control over a big area?
I think the current approach is really well done and the whole project is an excellent idea.
mectus11
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by mectus11 »

Control points will mean the game will have more of a defined objective, fighting over control points and killing the FOBs.

Right now I think putting a FOB randomly somewhere and having to look for the enemy FOB seems like a waste of time even if they generate tickets, control points will add more of a sense of an objective.
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Rabbit
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by Rabbit »

DogACTUAL wrote:What if i told you the whole map is the control point/strategic area?

Also, don't real FOBs often get constructed out in the open terrain to get control over a big area?
I think the current approach is really well done and the whole project is an excellent idea.
Then I would I would call you a average Officer, a terrible leader.
Last edited by Rabbit on 2017-08-10 00:05, edited 1 time in total.
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AfSoccer "I just don't see the natural talent."
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Frontliner
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by Frontliner »

Rabbit wrote:It does limit it, but it also keeps in realism, rather than building a fob in bum fuck no where you place a bunch of control points with route, lets say within an area area being 1.8 km from your main to 2.4km. within this fan you place control points in cities, at factories, hill tops, intersection, over passes, whatever you want, places that a military would actually want to control but also may no actually be a flag in AAS for whatever reason.
Ok, so first of all most people are aware that you need to build your FOBs in defensible spots in the first place. The act of hiding your FOBs or putting them in sensible spots isn't exactly new. What your suggestion doesn't cover is the fact that not all spots that look good from the map's(mapper's) perspective are good for deploying your FOBs in every situation. This robs players of their ability to make things work out if they combine an unconventional approach(such as placing an FOB somewhere in the open rather than inside the factories) with the necessary smarts to make it work.

Second of all your idea is basically AAS, just delayed. One of CnC's premises and -in my opinion its- selling point has been to give the players the ability to say: "We put the FOB there because we think we can defend it there". The gimmick of the game mode would be totally lost and I always found the player's ability to build FOBs(a.k.a. their spawnpoints) whereever they want as a big step over BF2's flag spawns, a feeling which I would like to preserve - and not penalize.

And lastly, where is the surprise element? Might as well write in all-chat where your strong point is.
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them

]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy

Just_Dave: i have a list about PR players, and they r categorized by their skill

Para: You sir are an arse and not what the game or our community needs.

AlonTavor: Is that a German trying to make me concentrate?

Heavy Death: join PRTA instead - Teamwork is a must there.
AlonTavor
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Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Post by AlonTavor »

Fob removal:

When a team loses a fob, they lose 5% of their tickets. If they wish to move the fob somewhere else, commander can issue a demolish order from the commander screen, which will remove the fob in 150 seconds. Issue a demolish on the fob again to cancel it. This prevents a team from quickly removing a fob before its destroyed by enemies.

Officer radio is untouched for this version, removing a fob with a radio will still cost tickets.

Obviously, all numbers above (And everywhere else in this thread/PDFs, really) aren't final.
Last edited by AlonTavor on 2017-08-10 19:17, edited 1 time in total.
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