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adding quake wars objective modes on pr?

Posted: 2007-04-08 01:55
by noir-colombia-
everybody check out the last article of quake wars on gamespot, theres a little explanation of how the maps can be done,

maybe it can addapt to pr for a more inmmersive plays (and a hell of fun)

the idea is basically that u have to, for example, repair a bridge for making pass for vehicles that have especiall charges to destroy a very important objective asset (lets say communications) so the enemys cant contact other team members , and finally make a cordinate assault on the enemys base or something like that (im not pretty good making maps lol)

we can combine the flag capturing and this objectives for a more more realistic game (and fun again), besides , capturing flags is like playing some board game, not so realistic

thanks for understanding and im running toward the anti-whining shelter lol

peace

Posted: 2007-04-08 02:19
by system
If you can set fixing bridges as objectives, then theoretically it should work. But how would rounds work? As soon as you've fixed a bridge it's basically over, right?

EDIT: If you had flag capture mixed with this, there would always be a way to cheat. I.E. not using the bridge to get back to your flag.

Posted: 2007-04-08 03:55
by Clypp
This would be awesome.

Death to AAS/Capture, long live objective/scenario modes!

Posted: 2007-04-08 16:29
by noir-colombia-
system wrote:If you can set fixing bridges as objectives, then theoretically it should work. But how would rounds work? As soon as you've fixed a bridge it's basically over, right?

EDIT: If you had flag capture mixed with this, there would always be a way to cheat. I.E. not using the bridge to get back to your flag.
right, the objective is done, and u have to advance to the next objective.

annd the issue about the flag can be fixed, if the bridge can be made a vital thing for the acomplishment of the task, for example, u cant pass a humvee that has the charges for destroy a comunnication asset , if there is a damaged bridge), (and theres a big fall , below that bridge). and this charges will be only avalaible, when the humvee is near the comunnication asset (lets say 25 meters).


th opposite tea, has to gain information, and defend their objectives, heres the full article on gamespot. check it out.

http://www.gamespot.com/pc/action/enemy ... ed;title;1

Posted: 2007-04-08 22:46
by Soulis6
sounds good, but i think their already planning some kind of objective mode for PR in the later releases. We just have to be patient. :)

Posted: 2007-04-08 23:14
by Nickbond592
Operation Ghost Train

Posted: 2007-04-09 02:57
by Crunchieman
I already suggested this as a map idea. Search Palace Assault.

Posted: 2007-04-10 11:28
by casualtyUR
PR did have objective type games in PRM.4.

Posted: 2007-04-10 12:39
by l|Bubba|l
That could be done with the Xtract Mode.
A Bridge is the only way to cross the River or canyon. Then there could be some Walls or other barricades that must be be destoyed to pass.
The Xtract vehicles could be some tall supply trucks. And only one of them must reach the target.

Posted: 2007-04-10 14:22
by cyberzomby
This sounds a lot like wolfenstein enemy territory !

Would be cool if they put it in :D

Posted: 2007-04-10 15:16
by Chubben
Could'en it be made so that the other team looses tickets if your repair that particular bridge ?

Posted: 2007-04-10 20:45
by Daedal-Rogue
Personally I'd say step away from having a ticket limit and set a timer for when the game ends, if team A doesn't complete the objectives Team B was successful in defense and wins. If Team A completes Team B fails and loses.

I think having complete scenario setups would be better, then its just a matter of figuring whats a good amount of time for one of these scenarios...10 minutes? 15? 30?

Posted: 2007-04-10 21:07
by gazzthompson
scenarios FTW !!

Posted: 2007-04-11 08:49
by DJJ-Terror
Daedal-Rogue wrote:Personally I'd say step away from having a ticket limit and set a timer for when the game ends, if team A doesn't complete the objectives Team B was successful in defense and wins. If Team A completes Team B fails and loses.

I think having complete scenario setups would be better, then its just a matter of figuring whats a good amount of time for one of these scenarios...10 minutes? 15? 30?

That has ben discussed and i think is in the works, but don't quote me on that.... :)

Posted: 2007-04-11 17:55
by acadiancrusader
personally, i hate time limits. keep the ticket count. it's far more intuitive then a time limit. time limits were usefull back when multiplayer fps games didn't have join in progress.

but i do agree that conquest is incredibly boring. scenarios/objectives would trully bring this game to a whole new level of awesomeness!

Posted: 2007-04-12 01:45
by danthemanbuddy
This is completely possible, in the CQB mod there are 2 bombs and you have to defuse them before the end of the round.

SO its possible, would be nice to cut off radio contact