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Posted: 2007-04-04 16:09
by Wasteland
'[R-DEV wrote:eggman']wrt "why capture a CP" uh.. cuz it's a game and that's the objective in that particular game mode :p
But the objective is actually to win. Without bleed (as long as there are uncaps), there is no incentive to cap CPs. Only to kill bad guys.

Posted: 2007-04-04 16:32
by zeroburrito
As it is now its better to defend than take cp's because naturally its alot easier defending than attacking..you lose less tickets that way. MANY times the team with the least amount of flags at the end still won because the other team was fiercely attacking over and over and losing more soldiers.

Posted: 2007-04-04 17:13
by Wasteland
If there was less bleed, you wouldn't even need to defend. You would just camp rooftops as sniper or marksman, overlooking your buddies who are camping other rooftops as AT, rifleman, and grenadier, spamming insta-kill explosives on anybody they see actually moving around on the streets (the fools).

On non-urban maps, you'd just have a search and destroy deathmap on a huge map, where flags were of no importance.

Posted: 2007-04-04 17:34
by mattcrwi
'[R-DEV wrote:eggman']v0.6 will bring in more changes to the system that enable a team with more CPs some greater tactical options.

The ticket system will start to be used as an "economy" in v0.6 and we'll expand on that in future releases. Having them bleed away because of how the *mapper* set it up is not as attractive as having them bleed because of how the *players* are choosing to utilise that economy.

Sounds exactly what I was hoping for. Can we get any hints as to what "tactical options" are?? :)

Posted: 2007-04-04 17:38
by Wasteland
They've already anounced that commander deployable assets will be dependant on how many CPs you have captured.

Posted: 2007-04-04 18:35
by DJJ-Terror
'Guardian[ wrote:B()b']Holding 90% of the map for a majority of the time then loosing on tickets doesn't seem right to me.
Uhm, that's the whole point of bleed in PR, no?

Other problem is that theres only 2 states, to have bleed or to not have it.
I mean, theres no way to set different strength of bleed acording to ammount of CP's captured.
Its either you initiate bleed or not, wich is verry MOD unfrieldly on behalf of DICE.

Posted: 2007-04-04 18:39
by Wasteland
Didn't 1942 have variable bleed? I swear, sometimes I wonder why they even released BF2. Oh right. Money.

Posted: 2007-04-04 18:55
by eggman
You can do variable bleed in BF2. In PR we started using it to initiate an insane bleed rate when a team has 0 CPs.

When players bleed, so do tickets. I like it that way.

And YES it does give you options to hang back and defend and atrit the enemy's resource pool (tickets). It's a great option.

I have no intention of taking the team into directions where bleeds determine maps. I really dislike bleed and think that it ruins maps when not done properly (Al Basrah, Hamgyong, Fallujah).

Instead we are going to focus on much more rich and robust ways of using tickets as an economy, making them represent a larger concept of "resources" in a metaphorical way.

Some of the ideas we are looking at for v0.7 are very "hard core" so I dont think we'll attempt to stuff those into AAS, but instead are looking at other game modes and incorporating them into that.

Posted: 2007-04-04 18:56
by zeroburrito
'[R-CON wrote:DJJ-Terror']Uhm, that's the whole point of bleed in PR, no?

Other problem is that theres only 2 states, to have bleed or to not have it.
I mean, theres no way to set different strength of bleed acording to ammount of CP's captured.
Its either you initiate bleed or not, wich is verry MOD unfrieldly on behalf of DICE.
What he means is the team holding 90% of the flags still loses from tickets(not bleed). This happens a ton of times.

Posted: 2007-04-04 19:15
by Reyals
'[R-DEV wrote:eggman']....

Instead we are going to focus on much more rich and robust ways of using tickets as an economy, making them represent a larger concept of "resources" in a metaphorical way.

Some of the ideas we are looking at for v0.7 are very "hard core" so I dont think we'll attempt to stuff those into AAS, but instead are looking at other game modes and incorporating them into that.
Something like
The more territory you control the more resources your team gets.
Those resources can be used by the squad leader to buy kits for his squad or the commander could use it to buy vehicles for the team.
Would be pretty cool.

Posted: 2007-04-04 21:35
by DJJ-Terror
'[R-DEV wrote:eggman']You can do variable bleed in BF2. In PR we started using it to initiate an insane bleed rate when a team has 0 CPs.
Am i missing something here?

You mean like one team holds 30% other 70% of coltroll points so blead acts acordingly, like one team bleedout at 30% ratio and other on 70% ratio of some predetermined bleed value?

Couse i was under the impression that bleed dont work this way...
...hmmm... :confused:

Posted: 2007-04-04 21:48
by Viper5
I think he means that they can change the bleed so if CPs are 4vs. 3 they can make it bleed 1 ticket every 10 seconds, whereas if all CPs are capped u they bleed 5 tickets every ten seconds

Posted: 2007-04-04 23:18
by Lucid Nightmare
How about making it so that whichever team holds the flag will get 'x' amount of tickets added to their score per minute. And this would be for each flag. The number would be something small, like one or two tickets per flag. There would be no negative bleed for losing flags.

I could see it being very useful with the commander spending tickets come the next few releases.
It could also make for some really awesome comebacks if the losing team can get their act together.

Posted: 2007-04-04 23:19
by DJJ-Terror
ah so... :(
I was hoping that theres some new progres that i didn't know about...

Posted: 2007-04-04 23:23
by Wasteland
Reyals wrote:Something like
The more territory you control the more resources your team gets.
Those resources can be used by the squad leader to buy kits for his squad or the commander could use it to buy vehicles for the team.
Would be pretty cool.
Yes, but then how would we protect against a Zerg Rush tactic? That's *so* 'nilla.

Posted: 2007-04-05 02:54
by Reyals
JP*wasteland.soldier wrote:Yes, but then how would we protect against a Zerg Rush tactic? That's *so* 'nilla.
Machine gun?
I'm not sure what you mean by zerg rush....
(I mean I know what a zerg rush is but not what it has to do with battlefield, and more precisely, what it has to do with my suggestion)

Posted: 2007-04-05 02:56
by Sneak Attack
just get rid of the flashing on the amount of tickets you have left, then people wont be so distracted by it.

just have the tickets go down without the flashing, people will be more relaxed. the ticket flash thing isnt really even needed sense everybody knows that ticket bleed happens when you get low on flags anyway, just put what flag the ticket bleed occurs at in the map description when loading so people know what flag it happens at.

Posted: 2007-04-05 03:13
by EagleEyeLG
I think ticket bleed is actually pretty slow...

Posted: 2007-04-05 03:15
by Clypp
More bleed = good

Too often one team takes all the map but two CPs and still loses because the other team just defends the whole time. I really like the variable bleed idea that will make the loss of one CP cost a few tickets, the next cost more.