Instead of capping flags, mission objectives?

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toffa_h
Posts: 33
Joined: 2005-08-13 13:47

Instead of capping flags, mission objectives?

Post by toffa_h »

I'm sure the PR team has already considered it and are already implementing something similar but how about giving the players a realistic mission rather than having them arbitrarily running around capturing flags? For example, in the Strike at Karkand map, beside the capture point overlooking the rest of the map there's a building. On top of that building there's a satellite dish. Create a backstory to the mission instead of simply "The USMC needs this territory, as does the MEC". For example, a popular propaganda channel is being secretly broadcasted from this satellite and it's up to the USMC to destroy it while the MEC tries to defend it. My imagination and creativity is not at its peak as this example shows, but I'm sure the PR team can make use of the maps nooks and crannies for clever missions for those of us who are tired of the unrealistic capture the flag gameplay. Also, why not have several different missions per map (if it's even possible to do this)?
Pak
Posts: 121
Joined: 2005-08-06 22:18

Post by Pak »

But a lot of fights in real war are: this area gives us a tactical advantage, we need it.
CobraPhantom
Posts: 689
Joined: 2005-03-28 13:00

Post by CobraPhantom »

I think there should be both. It amazes me how no one really liked objective missions in any BF42 mod.
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toffa_h
Posts: 33
Joined: 2005-08-13 13:47

Post by toffa_h »

CobraPhantom wrote:I think there should be both. It amazes me how no one really liked objective missions in any BF42 mod.
maybe because most of them were badly optimized, one team would always have the advantage, ended too quickly, etc...
CobraPhantom
Posts: 689
Joined: 2005-03-28 13:00

Post by CobraPhantom »

I dunno, playing in clan matches with 12 people working really hard together, it becomes quite intense. Im hoping PR becomes somewhat of a clan match when played even in pubs, were everyone uses VIOP or Vent/TS, and the teamwork is perfect. Thats just Cobra's little dream :)
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Hoss
Posts: 171
Joined: 2004-08-11 16:00

Post by Hoss »

Misson objectives remind me too much of coutnerstrike

IMo counterstrike = poo


:wink:
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BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

id like mission objectives, whose to say a mission objective for one team isnt assault this position defended by the enemy, then its pretty much flag capture that needs more tactics by both teams.
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Commando Poop
Posts: 9
Joined: 2005-07-18 19:29

Post by Commando Poop »

[rant]I hate how people always take something and say its like counterstrike. IE objectives or a buy menu. Contrary to popular belief not everything is like CS. I don't know how many times I've heard someone make a comparison to CS because something in a mod or game vaguely resembles something you might do in CS. Have you ever thought that capping flags is a type of objective so you now have to say that the BF series was bad because you don't like objective type games because it reminds you of CS. Also I'm not a CS nut I'm just a person who hates people comparing everything to CS when its really not[/rant]
Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

id like to see a few objective based maps variety is always nice
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keef_haggerd
Posts: 447
Joined: 2005-04-09 08:10

Post by keef_haggerd »

what if acheiving a certain objective won the team that accomplished that objective to get a UCB at that position?
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"This is my rifle, this is my gun. This is for fighting, this is for fun"
-Full Metal Jacket
FBX
Posts: 36
Joined: 2005-08-13 02:59

Post by FBX »

its very possible to have both worlds in a mod. Changing conquest to "flag objectives" or whatever you want is as simple as making a new python file to handle your new game.

The EASIEST sort of changes are:

limiting what flags can be captured
changing what flags can even be captured
putting a limit to the number of times a flag can change hands
applying these sets of rules based on who currently owns what flags (i.e. supply line)
changing the speed a flag can be uncaptured and it can be captured.
changing the number of reinforcements per side
changing the speed you lose reinforcements
changing the reinforcements... period (you can do things like subtract from it or set it to a number very easily)

changing if you can spawn near a flag or not might be realitively easy; I haven't looked into that.

I'm not aware of an easy way to tell what size the map is, although there probably is one.

Perhaps one could make a game type where a flag starts as neutral, and then cannot change hands once captured, or perhaps, cannot change hands once a specific side captures that flag. For example, in dragon valley, once the US captures a flag, the chinese cannot recapture it. One could think of that as "destroying all usable assets". That would make things quite different for that map. Maybe people would actually defend the airfield like they're supposed to.

that said, I doubt having a complicated set of rules will catch on.
reehay
Posts: 12
Joined: 2005-08-02 22:05

Post by reehay »

CobraPhantom wrote:I dunno, playing in clan matches with 12 people working really hard together, it becomes quite intense. Im hoping PR becomes somewhat of a clan match when played even in pubs, were everyone uses VIOP or Vent/TS, and the teamwork is perfect. Thats just Cobra's little dream :)
exactly!

if PR doesnt go for the lowest common denominator approach and forces teamwork then youll see people find their way--adapt in order to win and squad behavior will become habitual. i mean, lets face it...the only players that will probably become interested and longtime players of PR are those adult enough (dare i say patient enough :wink: ) to want to work as a team. thats why theyve downloaded PR right? theyre seeking teamwork?

it can definitely become a "style" of play even with non-clanners; even those without TS/Vent as well. ive seen it occur in other realism/teamwork themed mods...RO, FH are examples of mods that players just get used to working together..because the opposite means annoyance and shame--long spawn times and the enemy taunting you as you burn in defeat :twisted:

dont go half way. become fully, in every possible aspect, what the mod's inspiration is--realism and teammwork.

yay for objectives-- and anything that instills some purpose into the game.
Hoss
Posts: 171
Joined: 2004-08-11 16:00

Post by Hoss »

[rant]I hate how people always take something and say its like counterstrike. IE objectives or a buy menu. Contrary to popular belief not everything is like CS. I don't know how many times I've heard someone make a comparison to CS because something in a mod or game vaguely resembles something you might do in CS. Have you ever thought that capping flags is a type of objective so you now have to say that the BF series was bad because you don't like objective type games because it reminds you of CS. Also I'm not a CS nut I'm just a person who hates people comparing everything to CS when its really not[/rant]

ummm ok

maybe decaf? :wink:
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TAW_Doedel
Posts: 29
Joined: 2005-04-05 06:52

Post by TAW_Doedel »

I think both flags and objectivves should have a place in PRMM.. but they should be thought out very, very carefully.

I for one think spawnpoints should be far rarer and not 10-per-map. Keep in mind, I am talking spawnpoints, not flags. I'm all for having 10,000 flags all over the map that you can capture, just not spawn at.

I also think spawntimes in general should be increased to 30 seconds or a minute (same with man-down time) but I know this can be done on a server-basis. I've heard people complain about that being way too long, but to that I say, look at America's Army. You get one spawn, that's it. You die, you wait around for 5, 10, 15 minutes or more waiting for the round to end. And it makes for a much more satisfying and, yes, realistic game, because people are less worried about bunny-hopping into every flag they can find and are more worried about staying alive so they don't sit in limbo for 30 or 60 seconds. That makes realism (and also logical car/suidie bombs. With a 15-second spawntime and the tiny spawntime for vehicles, strapping C4 to a car and going and taking out a tank is meaningless because more than likely that tank is back in 15 seconds.

Anyway I know it is too much to ask, but I would like to request of the PR Dev's that while you don't have to go "super hardcore" realistic you add support for servers, people who want to make it that.

THANKS.
Doedel
Posts: 192
Joined: 2005-08-24 02:25

Post by Doedel »

Yes...

People complain at first because they're used to 15 seconds.. but really even being able to respawn at all would be orgasmic for an AA player, lol.

Anyway like i was saying.. I'd like support for this kind of stuff included at least.. I'd love to make an "Ultra Realism" server for PR with server-side modifications like longer spawn/mandown times, tweaked point system, etc.
BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

if spawns are only at main bases we dont need the longer spawn times.
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Agent556
Posts: 36
Joined: 2004-11-30 01:24

Post by Agent556 »

hmm a map idea: theres 2 outposts, maybe just camps which ppl spawn at. theres some light armor at the camps. with that, theres one base which is like an armory, full of MBTs, the other is an airfield.
maybe even two armories?
weeeee!!!!!
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