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Idea, Experimental AAS/twist

Posted: 2011-12-29 14:38
by General Dragosh
Hai thar peeps.

Happy new year and christmas (thou a bit late on the later)
To start the thread with some friendly ambience.

Coupple of days ago i stumbeled uppon a idea for the AAS mode. More like a twist.
a AAS vSomething, might be called PAS( as in plan and secure, a little twist, but lets get to that later)

In short,
at the beginning of the round no flags are present(visually), when the round starts the first flag appears, then as you take flag by flag they reveal the next connected map and so on, untill the last flag is revealed.

Now the lengthly wersion,

AAS is fun, flanking ambusing yada yada yada, but one thing i saw that is sometimes a bit silly is that everyone sees every flag on the map. So basicly the oposing teams know each others most secret tactical plan (huh ?! how is that even possible ??!?!) which is a wee bit silly.

So the idea struck me (funny, i didnt wear a helmet at the time), what if you cant see the flags, that would basicly throw obvious strategy out of the window.

The basic principle of the idea is as follows:

AAS should be the base of the core mechanic, then the next layer should be the cache mechanic, except that all the flags spawn in the beginning but get revealed in increments, flags get revealed as capturing flags goes on.

It is important to know that every side has their own "pool" of visible flags, so here's a graphical representation on how the system would work
Red represetn RU, blue represent MI

Image
Image

They are detatched from another, so one side cant see and will not see what what the other side see's.
With that said, this should bring new strategies to light. Before, you allready knew where flags were in advance so you could plan accordingly. But with this system, its practicly impossible to plan accurately, and that's where the fun lyes.

Not sure if it's possible to code, but since it borrows from 2 allready existing mechanich i would assume its possible.

:)

Re: Idea, Experimental AAS/twist

Posted: 2011-12-31 18:25
by AFsoccer
General Dragosh wrote: Not sure if it's possible to code, but since it borrows from 2 allready existing mechanich i would assume its possible.
I'm not sure either, but it would likely remove some of the "rush the enemy's second flag" tactic that I've never been fond of. I would like to see the current flag and the next flag displayed though, instead of just the current flag.

Re: Idea, Experimental AAS/twist

Posted: 2011-12-31 20:39
by Mikemonster
Hey Dragosh that idea is brilliant mate. Top stuff.

As said it will stop all of the flag rshing BS, and I also believe it will focus assets including snipers, because lonewolves will have less obvious places to go and camp.

Re: Idea, Experimental AAS/twist

Posted: 2011-12-31 20:41
by Vista
I like the idea.

Re: Idea, Experimental AAS/twist

Posted: 2012-01-01 05:42
by MaSSive
Nice idea. I hope your head is fine tho. I dont have any objections to this. As a placeholder for devs to think about it and work it out its great. Maybe devs redo one existing map with this system and let us test it?

Re: Idea, Experimental AAS/twist

Posted: 2012-01-01 05:52
by ledo1222
Best Idea EVEOR!

Re: Idea, Experimental AAS/twist

Posted: 2012-01-01 23:47
by Loller
+1 Think this a brilliant idea , hope there is something that could be done to implement it. :D

Re: Idea, Experimental AAS/twist

Posted: 2012-01-01 23:53
by Navo
This will spice up those boring Muttrah rounds!

Re: Idea, Experimental AAS/twist

Posted: 2012-01-02 00:00
by karambaitos
thats an awesome idea, but would only work well on maps that utilize AASv4 maps like kashan or mutrah would have to be redone because everyone would know what the enemies next flag is going to be after a few round (old players will already know this)
i think adding a slight timer to when the next flag appears would be good too, to simulate reconing enemy build up of sorts

Re: Idea, Experimental AAS/twist

Posted: 2012-01-02 01:07
by BoZo_135
If this is implemented, it will remove the enemy team's ability to track your team's progress as you advance and capture flags. :D

Me gusta +1

Re: Idea, Experimental AAS/twist

Posted: 2012-01-02 03:20
by Shovel
I like it, and i think it might be possible.

We already have little attack markers for the next flag in play, so we could keep those and remove the other flag icons.

Re: Idea, Experimental AAS/twist

Posted: 2012-01-02 12:38
by sweedensniiperr
what would be really cool though is that the objectives change after a while..kinda hard for me to put this but let me try show you this in paint(Lol)

in the first pic i've illustrated my belief of how this suggestion will work. two team(red/blue) and flags=circles. The black dot indicates that the flag is not visible for vice versa teams. the two flags with no dots are bot visible for both teams but also cappable.
Image

here i've marked some flags as X meaning that they're unknown for both teams ie they don't show for any team until....
Image

some team caps the next flag.
Image

Re: Idea, Experimental AAS/twist

Posted: 2012-01-02 13:18
by Wadziu
It would work fine with old version of AAS, but it won't work in AAS4, as you have shown on Kozelsk example. As long as you know all of the AAS4 path layouts on each map you can easily predict next flag location.

Re: Idea, Experimental AAS/twist

Posted: 2012-01-02 13:30
by declan54321
If the flags could be randomized, it would be awesome; kind of an insurgency AAS thing. I think that would make the game MUCH better.

Re: Idea, Experimental AAS/twist

Posted: 2012-01-02 13:32
by karambaitos
Wadziu wrote:It would work fine with old version of AAS, but it won't work in AAS4, as you have shown on Kozelsk example. As long as you know all of the AAS4 path layouts on each map you can easily predict next flag location.
you mean assv1 since assv4 is based on randomish locations following supply lines, so predicting it isnt that easy, of course you can do it if your a complete ****** and print print out the map with all the flags and supply lines

Re: Idea, Experimental AAS/twist

Posted: 2012-01-02 14:02
by LieutenantNessie
Niice idea, although I do think mainbases should be shown so no accidental baserapes

Re: Idea, Experimental AAS/twist

Posted: 2012-01-02 14:26
by Arnoldio
I suggested (something like) this quite some time ago, and somebody else did a bit less time ago, who moderates this?

Ofcourse i am all for this idea.

https://www.realitymod.com/forum/f18-pr ... led-3.html

https://www.realitymod.com/forum/f10-pr ... wrong.html

Stuff like this was covered in those 2 threads, epscialy the second thread evolves into this exact scenario here:

https://www.realitymod.com/forum/f10-pr ... ost1431012

Re: Idea, Experimental AAS/twist

Posted: 2012-01-02 15:05
by PoisonBill
Wow, took me a while to understand exactly what you meant, good idea! :D

Re: Idea, Experimental AAS/twist

Posted: 2012-01-02 15:53
by Wicca
Hey! Good idea! Really like where this ideas are going.

This can be a basic idea. Then on 4k maps one might have a "2flag" layout where 2 flags are revealed. Both can be capped. And if you cap both the enemy looses 30 tickets. Then two new flags appear.