Siege at Ochamchira - what's the point?

PinkFloyd-
Posts: 48
Joined: 2009-03-22 01:01

Re: Siege at Ochamchira - what's the point?

Post by PinkFloyd- »

One of my favorite maps in PR. It's good having everyone as infantry, a l33t tank can't come in and dominate. Squads actually have to work together (build fb's as militia) and if correctly done they will succeed.

As for the dome of death, tough luck. Ghost Train was only 1kmx1km and people loved it, this map only has a tad smaller area that gets used.
ZephyrDark
Posts: 319
Joined: 2010-01-23 20:22

Re: Siege at Ochamchira - what's the point?

Post by ZephyrDark »

I personally haven't play Ocham too much, but I find the concept to be great. However, I would like to see a few changes to help use more of the map space a little better by taking a few others' (names I cannot recall but they posted here) ideas.

I was thinking of having forward defensive points that cannot be recapped, but make it so that if you lose that forward defense the flag that corresponds with it become cap-able. This would act as if the British have set up a larger defense around the port but will have to fall back if they start losing at the FD's. It would also open up a wider range of insertion points as it could make the rear flags cap-able if their FD is overrun. Of course the Brits would still require a "Main Op. Base" other than the current one as it would turn into a normal flag.

A basic example would be the Militia takes the FD for North-West defence, they then move in and cap NWD, unfortunately, they will not be able to advance from NWD and would have to hold it as the Brits can recap it. The rest of the team would have to coordinate attacks on the Forward defences to open up the other main defences. It would also spread out the teams a tad so that it isn't 32v32 in a 250m x 250m area.

It may work, it may not, but it is an idea to throw out there to get people's minds going. Feel free to tweak and criticize constructively on my idea if anyone would like to.
|TG-31st|Blackpython


CareBear
Posts: 4036
Joined: 2007-04-19 17:41

Re: Siege at Ochamchira - what's the point?

Post by CareBear »

i really like this map, and the gameplay, iv been waiting for this type of gameplay for awhile and will hopefully see some more maps with it!

and whoever says the chechans cant win apart from against a retarded brit team??
now thats just bull there...
what one of the main points of PR... oh wait! teamwork!!!

why not use teamwork to help you get across the very short distance of open ground?? as once your in side the perimeter of the docks, its all equal pretty much
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Siege at Ochamchira - what's the point?

Post by lucky.BOY »

I like the idea of forward defenses in the woods, and maybe letting the Brits to scout the area for enemy FoBs... but what i really miss is some permanent spawnpoint for Brits. I suggest this because when the Brits have only 1 flag, its very hard for them to keep a useful FoB. And then they dont have where to spawn and its like in vanilla. I am imaginating some cargo ship on the sea, but i dont know what means of transport could they have which would not OP them. Maybe some unarmed boats?
Dukuu_npanop
Posts: 91
Joined: 2010-01-02 22:03

Re: Siege at Ochamchira - what's the point?

Post by Dukuu_npanop »

Whom are the Brits fighting to? Maybe it will be more suitable to substitude them with Georgian Army?
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Siege at Ochamchira - what's the point?

Post by dtacs »

Dukuu_npanop wrote:Whom are the Brits fighting to? Maybe it will be more suitable to substitude them with Georgian Army?
The British are fighting the Militia, an army who is not defined by borders or countries, they could be anywhere the mapper wants them to be.

As I said earlier when Ochamchira came out, this concept is good in theory, but in practice it is generally flawed and doesn't have that 'PR feel'. [R-DEV]IronTaxi defined it as an 'experiment', but I can see no possible way the original idea would've worked, now we're stuck with the 'who's sieging who' mentality where the Brits have the option to cap Village, but illogical ways of getting there.

For one, a firebase to ensure future support for a British attack on Village is hard to get up as the way toward the village is cut by a river, with the bridge being on a totally polar end of the map. This flaw allows either the tank to cover the bridge and completely cut support, or forces the British to attack the village each time from the firebases that are USUALLY erected on the docks. Since there is the complete absence of supply lines bar a single road, logistics squads serve no purpose and the logistics truck is more of a gimmick as the fighting only takes part in such a small area of the map.

Adding to this, its surprising that Royal Marines don't get boats or any sort of light transport bar one landy, which is effectively useless since only a 3 man squad can make proper use of it. I found the notion that we were directly assaulting a village in this manner crude and unrealistic, but unfortunately had no other option other than attacking from a different direction, which I have done on many different occasions.

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The removal of individual flags on Docks has too contributed to 'Mestia syndrome', where an entire team can take the flag from one individual spot. It seems sort of backward that a 2km map uses around 20% of its space, yet the devlopers are specifically looking for larger maps which have near infinite replay value.

In my opinion overall Ochamchira should be completely removed, it is simply beyond salvage/repair. Adding new flags, assets and gameplay additions is just pointless. There are a variety of community maps available (such as the Ursa Initiative that have much more gameplay value, whilst still having the Militia as a faction. Even the Barentz Offensive, which seems to be a hit among the community.

Do note though that what I'm saying isn't gospel, just my own experiences.
Last edited by dtacs on 2010-12-12 10:34, edited 1 time in total.
Dukuu_npanop
Posts: 91
Joined: 2010-01-02 22:03

Re: Siege at Ochamchira - what's the point?

Post by Dukuu_npanop »

PR was created purely due to the point of realism, vehicles, weapons etc. What makes it impossible to improve it from the point of history? I'm not speaking about the concepts of a particular map, but there's some sense in changing the factions of some maps just to make PR more realistic.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Siege at Ochamchira - what's the point?

Post by Kain888 »

Dukuu_npanop wrote:PR was created purely due to the point of realism, vehicles, weapons etc. What makes it impossible to improve it from the point of history? I'm not speaking about the concepts of a particular map, but there's some sense in changing the factions of some maps just to make PR more realistic.
PR is realistic in way it simulates environment of war, not about which side fight which. Why would we stay with MEC and PLA fighting with USA? It creates more opportunities, more relayable gameplay and stuff like that, which makes game more interesting while keeping realistic approach to gaming. Additionally Militia faction from 0.9 is just fictional not conventional army, although inspired on some east side groups, they are still a fictional one.
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Nugiman
Posts: 358
Joined: 2008-06-25 11:42

Re: Siege at Ochamchira - what's the point?

Post by Nugiman »

I wouldn?t say the fighting is ONLY at the docks.
A very intense round i played on Ochamchira was that the brits constantly launched attacks with like 2 squads on the village, and the rest of the team was defending the docks.
It worked pretty well, also the defending troops were making counter-attacks to destroy enemy FOBs so the militia had to start planning their new attack from the beginning
Veni, Vidi, Pwnz0rz. - I came, I saw, I pwnd
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