Dr2B Rudd wrote:They didn't fail at defending the objetive, they failed at standing in a 50m radius of something
They failed because they let the enemy to go through (or flank) their position. You
don't need (but you can if you want) to stand inside small cap zone to defend it. You don't need to sit inside cap zone once the flag is captured, once it's captured it's yours so you don't need to stand there any more to maintain control over that flag... all you need to do is prevent the enemy from getting there... Standing inside cap zone is the most common way of defending but it's not the only way.
So, they didn't failed at standing inside cap zone, they failed at preventing the enemy from standing inside cap zone.
Dr2B Rudd wrote:A second ago you were saying they should defend away from the flag...now you want them on the flag?...
Here, I hope it's sound more obvious now, sorry for not making myself clear earlier

This one is about huge cap zones:
It's really strange to defend an airfield (for example) and sitting inside cap zone somewhere 300m away from it in the middle of a jungle without even seeing that airfield...
This one is about small cap zones:
You don't need to be inside cap radii all the time when attacking/defending if the cap zone is small you know...
Dr2B Rudd wrote:If the USMC leave the flag with that Chi squad on it still...then the Chi get the flag back. Thus the USMC hve to deal with them sooner or later.
That's a big "if"... and you know as well as I know it's not so obvious situation... and many times it's like "we will stay and recapture as soon as they leave", and couple minutes later it's too late because the enemy was already on the next objective waiting for the first flag to be captured and some of the USMC didn't leave (muttrah comes to my mind).
I know there is a "rush syndrome" on the servers recently but I wouldn't count on it during defence.
Dr2B Rudd wrote:THe flag radii is not about "You must defend teh airfield" (seriously...why defend an airfield when all you're gonna get is CASed...you don't even gain anything from it, there's no cover) its about encouraging engagement by the teams while not forcing each team to sit in a specific 50m radius circle.
Come on Rudd, you don't need to encourage players from one team to engage players from the opposite team.... it's a freakin' FPS, what else they're going to do? It's not like they will sit back in mains and chat for the whole round if there will be no flags "encouraging" them to engage

Actually you don't need flags at all to have action.... but then it will turn in to simple team deathmatch.
Flags give a depth to the gameplay so it's not only about kills but also about controlling the flags which represent a tactically valuable objectives or a front line of the battle (btw. someone should really define it someday)...and now it's also area control on some maps (TBH, I'm not a big fan of them, see below*).
What's the purpose of the flags? Both of us know the flags are useful for concentrating players on the smaller area which is good considering the size of the bigger maps and makes the fights more intense. IMO, huge cap zones make something exactly the opposite... players are more scattered over an area which makes the main point of having flags less useful.
*IMHO, less flags and larger cap radii leads only to team deathmatch kind of gameplay. Why? Imagine extreme version of that map (minimum number of flags, maximum cap radius).... It would look like 4x4km map with one neutral flag in the middle with cap radius covering whole map. Now, try to tell me it's still about capturing the objective... No it isn't, it's just a team deathmatch map with useless flag in the middle. That's why I prefer to fight for something specific then just a piece of landscape.
You have the full right to disagree with me, obviously we have different opinions about it. Anyway, it was really interesting to know your opinion and it made me think about the ways of improving current flag system.
Cheers
