Page 2 of 3

Posted: 2007-06-11 13:04
by Long Bow
I haven't played Al Basrah in AAS 0.6 yet so I don't have a real feel for how plays out. I think the community will just need a bit of time to catch on. When I first tried the beta no one could figure out how to set a rally point, now it's not an issue. People didn't get the kit request and specific kits for vehicles/aircraft but of course for the most part people know now.

Give it a little time and the majority will catch on. There will be those who don't and there will also be those who just don't care and just run-n-gun regardless. I have faith :wink:

Posted: 2007-06-11 14:09
by IAJTHOMAS
Sounds like its the asset destruction mode all over again. Everyone used to run off aimlessly, with maybe one or two squad defending the UAV and radar. Luckily the other team were equally clueless most of the time.

Posted: 2007-06-11 15:09
by eggman
Insurgency is much more polished than the old objective modes. Those were generally a disaster heh.

I asked for us to take out the flags in Insurgency, but then it completely fubars the Insurgents team because they have no victory conditions other than not to lose. Given the nature of the game mode, it felt as though we needed to give the Insurgents a possible victory condition.

With the 0606 Al Basrah if Brits lose VCP they will have a difficult time recovering from that. So it gives the Insurgents some sense of victory conditions, whereas the Brits must get the weapon caches and not lose the VCP.

The VCP is the ONLY cappable flag in 0606 Insurgency, so hopefully that will help.

We're also trying to extend the teamworking requirements to beyond just one god squad and try and force 2 decent squads to work together. Challenging heh.

Posted: 2007-06-11 15:23
by MadTommy
'[R-DEV wrote:eggman']We're also trying to extend the teamworking requirements to beyond just one god squad and try and force 2 decent squads to work together. Challenging heh.
that sounds good.. i just played a round with abouth 15 vs 15. As Brits we lost both Palace and NVP almost straight away..(did i look bothered ;) ) our sqaud destroyed almost all the caches with no resistence until we got to the last two ammo dumps. Then we had a small firefight and won. :-(


When a map loads can we have a clearly stated Misssion Objective that is shown to either side during the Commander Election or at a simular time... or when you are dead.. remind people of their mission???

Posted: 2007-06-11 15:53
by ArmedDrunk&Angry
Perhaps this will sound too simple but how about dramatically different start music........ That will get people's attention even if they are : picking and eating; getting yogurt;smoking out the window furiously; daydreaming of world conquest...............whatever it will catch people's attention and may hammer in the message that what looks the same may not be the same.
Just my 2cents

Posted: 2007-06-11 16:14
by MadTommy
i like those 2 cents

Posted: 2007-06-11 16:31
by paco
No music. It should just out right yell, "Attention, maggot! This is not conquest! As the Brits, destroy caches and defend NVCP. As an insurgent, defend caches and capture NVCP!"

Maybe just for the proper 0.6 release. When 0.7 comes, you can drop it and put in the usual music.

Posted: 2007-06-11 16:37
by El_Vikingo
And for non english playerS?

Posted: 2007-06-11 16:48
by daranz
El_Vikingo wrote:And for non english playerS?
Hopefully they'll look at the screen looking for subtitles, and will find the gamemode description.

Posted: 2007-06-11 17:42
by Brummy
'[R-DEV wrote:eggman']We're also trying to extend the teamworking requirements to beyond just one god squad and try and force 2 decent squads to work together. Challenging heh.
YES YES YES! Almost every time I play there is one god squad.. The rest is almost always just a bunch of munching sheep eating the quartermaster at the Flag asking for Kits. Don't know how you are going to do that :o

Posted: 2007-06-11 17:53
by paco
daranz wrote:Hopefully they'll look at the screen looking for subtitles, and will find the gamemode description.
Yes, Great Learnings of English for Make Benefit Glorious Game of Project Reality.

Posted: 2007-06-11 21:02
by motherdear
i don't know if this is a good idea but maybe we should make the music for the loading screen start with a briefing and then when the briefing is done it goes over to normal music.

Posted: 2007-06-12 03:36
by Deadmonkiefart
'[R-DEV wrote:Rhino']hehe, we have talked about removing all flags from the Ins game mode, but going to leave the NVCP flag there, once there for the next OB version to see how things go, just cos we feel we want to give the insurgents more to do than defending and ambushing as they do do a little attacking in r/l. thou the place flag has gone, and the place area is under control of the insurgents now. If the NVCP is still a big problem we will look into removing it 100%.
I like the flags on insurgency. :(

Posted: 2007-06-12 08:13
by AfterDune
'[R-DEV wrote:eggman']Insurgency is much more polished than the old objective modes. Those were generally a disaster heh.

I asked for us to take out the flags in Insurgency, but then it completely fubars the Insurgents team because they have no victory conditions other than not to lose. Given the nature of the game mode, it felt as though we needed to give the Insurgents a possible victory condition.
Is it possible to remove the flag-icons from the map? (or even replace them with transparent ones, I don't know..)

Good players don't mind, they'll know what to do. "Bad" players don't start running to a flag, they wonder what to do and ask, then are told to defend the caches 'n stuff.

Utopia..? Maybe.. But perhaps it's worth a shot :)

Posted: 2007-06-12 09:45
by Rhino
AfterDune wrote:Is it possible to remove the flag-icons from the map? (or even replace them with transparent ones, I don't know..)

Good players don't mind, they'll know what to do. "Bad" players don't start running to a flag, they wonder what to do and ask, then are told to defend the caches 'n stuff.

Utopia..? Maybe.. But perhaps it's worth a shot :)
yes it is possible to remove the flag from the minimap, but ehhh, may get even more confusing for new players hehe. May be an idea thou.

main problem i see is how will brits know its been taken? :p

Posted: 2007-06-12 11:51
by AfterDune
'[R-DEV wrote:Rhino']yes it is possible to remove the flag from the minimap, but ehhh, may get even more confusing for new players hehe. May be an idea thou.
New players are used to running to flags. Now instead they need to run to the ammo caches. Note, only Brits should capture flags and ammo stuff, Insurgents only need to defend the ammo things and keep the enemy away.
'[R-DEV wrote:Rhino']main problem i see is how will brits know its been taken? :p
True. But if it's possible to remove the flags for Insurgents only, then the problem may be solved, correct? Taken that the Insurgents do not have to take flags at all.

Come to think of it, let's take Basrah for example. The Insurgents can hold the North VCP. If no flags are displayed for Insurgents, people may think there's nothing to do there. Perhaps it's an idea to put a defense marker on North VCP, until it's capped by the Brits.

Wat say you? :)

Posted: 2007-06-12 14:07
by Long Bow
AfterDune wrote:New players are used to running to flags. Now instead they need to run to the ammo caches. Note, only Brits should capture flags and ammo stuff, Insurgents only need to defend the ammo things and keep the enemy away.


True. But if it's possible to remove the flags for Insurgents only, then the problem may be solved, correct? Taken that the Insurgents do not have to take flags at all.

Come to think of it, let's take Basrah for example. The Insurgents can hold the North VCP. If no flags are displayed for Insurgents, people may think there's nothing to do there. Perhaps it's an idea to put a defense marker on North VCP, until it's capped by the Brits.

Wat say you? :)
I think you may end up just making the round really confusing. If someone joins the round part way in they won't know who has the flag, if they can cap it etc. I also thought that the insurgents were supposed to attack the NVCP? A little incentive for them from what I read?

Posted: 2007-06-12 16:57
by MadTommy
Long Bow wrote:I think you may end up just making the round really confusing. If someone joins the round part way in they won't know who has the flag, if they can cap it etc. I also thought that the insurgents were supposed to attack the NVCP? A little incentive for them from what I read?
but the problem is as i see it.. almost everybody attacks NVCP.. you'll see 3 full squads attacking NVCP and a two man squad covering the whole city and villiage. We have so many conquest maps.. why for the love of god everybody just wants to attack the NVCP flag in insurgency mode is a total mystery to me. Insurgency should not be about capping flags.

Posted: 2007-06-12 17:27
by ArmedDrunk&Angry
Patience is also a form of action. ~Auguste Rodin
I think you answer your own question there MadTommy.
" I don't want to wait !. I need action now " etc etc

Posted: 2007-06-12 19:32
by BlackwaterEddie
MadTommy, we played today, the guys in th squad did their part, we attempted to hold the ammo caches, problem is, with no RPGs available for the Insurgents straight off the bat the British are invulnerable, and i keep blowing up my car by driving through the desert :(