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Posted: 2007-07-04 14:13
by eggman
I'd love to have a mine laying vehicle hehe.

we'll have to gauge the impacts. all of these assets are destroyable relatively easily, so it should be a priority to take them out as one of the first layers of any attack.

Posted: 2007-07-04 16:23
by Long Bow
'[R-DEV wrote:eggman']re: AAA platform, yeah we need to look at that, but it's a bit more involved than it looks hehe.

re: spawn problems, I think we have these all fixed for release

re: cmdr assets and tix.... yes... commander assets generate a "positive bleed". This is newly introduced during the beta. The CMDR assets are part of a larger design idea we are working on. That larger design idea included the tix revenue generation. For the v0.6 implementation we left that out for simplicity. But when implemented in the beta, their ticket cost was outweighing their benefits.

I don't want them to be free because I want to take some learning from the "resource economics" associated with the CMDR assets. So we added the ticket revenue generation. Every 10 minutes bunkers and firebases generate 50% of their ticket cost. So after 20 minutes, you would break even on a particular asset.. after 30 minutes you will be up by 50%, after 40 minuts up by 100% etc.

The "metaphor" the CMDR tix revenue is intended to represent is a more robust logistics network for your team, hence the ticket generation. There are other aspects to that design (which we are still working on) and I am not sure how it's going to work out, we'll play it by ear a bit.
Thanks Eggman for the detailed explanation. IMO you guys are on the right track. I think with a good wiki and time the PR community will wrap their collective heads around this. The potential for PR is growing vastly with 0.6 and beyond. PR is starting to be much more then a kill,cap and advance game, much more of a dynamic and stratigic battle :grin:

Posted: 2007-07-04 18:48
by wazza_ni
Mystiqq wrote:These new additions seem quite interesting. I havent played the beta so im not sure exactly do they work. However, im bit worried about how these will affect the gameplay, especially for the attacking team? Since most of these assets seem to be highly oriented for defence.
The assets can be used to great effect in both defense & attack. If the attacking team is pushing forward, setting up a "base" near a captured flag gives the team a good foothold in the map. For example, if the USMC can fight their way to the Bridge on Jabal Al-Burj and set-up a bunker, firebase, AA etc, it gives them a great oppertunity to raid both the Factory and City.

Likewise, a defending squad can use the Assets to dig themselves in for a fight if holding a flag is vital.

Personally, I think the success of a team is finding the right balance of defending & attacking. It really grinds my gears when I see practically a whole team bombing on to the next cappable flag and only a few people will attempt any sort of defense on recently captured flags. At the same time, just settling to sit and defend 1/2 flags without making some sort of an effort to cap the next flag is a bad idea....It's all about balance.

Once you play a few times with the beta, or just wait for .6, you'll see how much of a great feature the assets are - whichever way you use them.
Mystiqq wrote:Perhaps in the future commanders have the option to "buy" vehicles as well? ;)
Please tell me you were joking...

Posted: 2007-07-04 19:02
by eggman
wazza_ni wrote:Please tell me you were joking...
hehehe ... um............ maybe not :p

but not how you think ;)

Posted: 2007-07-04 19:05
by ArmedDrunk&Angry
You know the ironic thing is that on many maps the defense could just sit there and win if they had the discipline to actually hold the line.
If 75% of the team held prepared postions and the other 25% were a reaction force you could easily bleed most pub teams in no time.

But we can all dream, now can't we ?

Posted: 2007-07-04 19:09
by Wasteland
Ooooooo, can we make it so that if you have a mountain, you can have people mine tickets? :D

Posted: 2007-07-04 19:14
by ArmedDrunk&Angry
No No no
Insurgents take reporters hostage and parent country pays ransom.
All US/Brit units have to have 1 imbed in squad to access specialty kits, and embed (sp) is worth 100 tickets alive and 25 dead.

Posted: 2007-07-04 19:45
by wazza_ni
'[R-DEV wrote:eggman']hehehe ... um............ maybe not :p

but not how you think ;)
Haha...i guess im going to have to wait n see to what that really means!! As long as were not talking CS here - buying stuff with $$.

Youve taken us this far so ill trust you ;-)

Posted: 2007-07-04 20:21
by Outlawz7
JP*wasteland.soldier wrote:Ooooooo, can we make it so that if you have a mountain, you can have people mine tickets? :D
You know, we cant make tunnels in BF2 engine, unless we make a huge mountain static :D

Posted: 2007-07-04 20:23
by Outlawz7
'[R-DEV wrote:eggman']I'd love to have a mine laying vehicle hehe.
here's an idea, how about a modified engineer car, which throws up 2 mines on each side per second, as you drive and you can only start placing them, if you have a co-driver, like the copilot and back door on Merlin situation.

Posted: 2007-07-04 21:01
by 77SiCaRiO77
would be cool

Posted: 2007-07-04 23:18
by IAJTHOMAS
CO truck full of engineers, with one empty seat to cycle to the back seats lays a pretty good mine field.

Posted: 2007-07-18 22:17
by =Romagnolo=
My turn now:

A bunker:

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A fire base:

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Accidents at work:

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Dumb driver lol:

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