Bring Back AAS ver 1
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HAMAS_XXX
- Posts: 27
- Joined: 2007-01-04 12:53
Bring Back AAS ver 1
REASONS FOR BRINGING BACK AAS 1
Have you ever wondered what makes a map like Al basrah the most popular map, its so popular that it has the most 24/7 servers..
You may think its so popular because all the toys that you can use, like the cobra and A 10, tanks and APCs, but also more importantly the new version supports a kind of AAS ver 1 style of gameplay..
The first three flags that have to be capped are taken from AAS ver 1, once mosque is capped then we go to the newer ver 2 mode.. This results in concentrated battles, both teams have to put their resources in the same place..
I dont mind AAS ver 2 as long as theres not more than two bases within the same group otherwise it results in a lack of team coordination especially in public servers, where the majorty of games are played..
I also remeber EJOD desert from version 0.4 I still think this was better than the version 5, as it was again more tighter street battles and would love to see the original make a return..
So I am writing this thread to start a campaign to bring back AAS version 1, or make AAS ver 2 more tighter..
what do you all think guys
Cheers
Have you ever wondered what makes a map like Al basrah the most popular map, its so popular that it has the most 24/7 servers..
You may think its so popular because all the toys that you can use, like the cobra and A 10, tanks and APCs, but also more importantly the new version supports a kind of AAS ver 1 style of gameplay..
The first three flags that have to be capped are taken from AAS ver 1, once mosque is capped then we go to the newer ver 2 mode.. This results in concentrated battles, both teams have to put their resources in the same place..
I dont mind AAS ver 2 as long as theres not more than two bases within the same group otherwise it results in a lack of team coordination especially in public servers, where the majorty of games are played..
I also remeber EJOD desert from version 0.4 I still think this was better than the version 5, as it was again more tighter street battles and would love to see the original make a return..
So I am writing this thread to start a campaign to bring back AAS version 1, or make AAS ver 2 more tighter..
what do you all think guys
Cheers
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DrMcCleod
- Posts: 366
- Joined: 2007-01-11 11:26
HAMAS_XXX wrote: So I am writing this thread to start a campaign to bring back AAS version 1, or make AAS ver 2 more tighter..
what do you all think guys
Cheers
I understand the reason for the AAS2 mode, but I agree that the game was just _better_ with AAS1.
AAS2 should only be used rarely, in case of a particularly annoying bottleneck.
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M.0.D
- Posts: 138
- Joined: 2006-05-07 21:54
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DrMcCleod
- Posts: 366
- Joined: 2007-01-11 11:26
'[R-DEV wrote:Rhino']the AAS v1 code will not ever come back as the AAS v2 code is so much better, more flesible and the AAS order can be entierly coded inside the editor, unlike the old code where you had to code it into the .py script.
Sure, but what the OP means is far fewer multi capture paths, and more linear ones.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
I understand, AASv1 didnt have rally points, right? So why'd you want to get rid of that...
Yes, flags have to be captured in order, one by one, youre probably complaining, because USMC rarely captures facility, and you'd rather see them to go behind and capture Mosque...
Either use frigging teamwork and coordination, but dont bother now, since USMC is going to be replaced with GB in 0.6...
Yes, flags have to be captured in order, one by one, youre probably complaining, because USMC rarely captures facility, and you'd rather see them to go behind and capture Mosque...
Either use frigging teamwork and coordination, but dont bother now, since USMC is going to be replaced with GB in 0.6...

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Lothrian
- Posts: 795
- Joined: 2006-10-02 12:46
Multiple is good. You need good communication to win, and since PR is all about teamwork, thats good. If you ahve 5 squads, thats plenty to attack and defend multiple points.
It also means that no two battles are always the same, because the enemy has the same options, which means you must predict ... so yeah, I like AAS2
It also means that no two battles are always the same, because the enemy has the same options, which means you must predict ... so yeah, I like AAS2
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Vicktor Vauhn
- Posts: 118
- Joined: 2007-01-03 10:14
For all you guys pointing out the benefits of AAS2 mode, I don't think you understand.
Keeping the updated coding is fine, the OP is mainly talking about capture groups VS a single flag at a time.
I have to say I liked the one flag at a time style a lot more too....
Capture groups were a good idea but in practice they end up with the round getting stuck on one group, and you never really get to experiance the rest of the map.
I don't even know what the last three flags of Hills of Hamgyong look like...

Keeping the updated coding is fine, the OP is mainly talking about capture groups VS a single flag at a time.
I have to say I liked the one flag at a time style a lot more too....
Capture groups were a good idea but in practice they end up with the round getting stuck on one group, and you never really get to experiance the rest of the map.
I don't even know what the last three flags of Hills of Hamgyong look like...
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Lothrian
- Posts: 795
- Joined: 2006-10-02 12:46
Then you shouldn't team switchVicktor Vauhn wrote:I don't even know what the last three flags of Hills of Hamgyong look like...
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The thing with AAS1, you get one point, you move up, you lose that point, you go back. Its exactly the same situation as AAS2, expect that you have more options, and forces are spread out. Take Qwai River as an example, 5 squads, and lets assume we are PLA.
Squads 1/2 defend Fishing, Squads 3/4 attack Govt. Squad 5 goes ahead to distrupt enemy forces en route. Lets say you get both, so keep 3/4 to defend Govt, move squad 1 from Fishing to join 5, then 1 and 5 attack processing, then they defend as squads 2, 3 attack pig farm.
In AAS1, it would be, all squads attack get fishing, 3 squads get govt, those same 3 squads get processing etc. The point being, its exactly the same game, but you need tactics to be used, rather than brute strength a lot more.
Hell, if the US have every man attacking Fishing village, be damned if I am not allowed the option to take advantage of flawed tactics and go take Govt.
If its whack a mole, its either down to a flawed commander, or flawed players.
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Lothrian
- Posts: 795
- Joined: 2006-10-02 12:46
I usually play Tactical Gamer or PuckerFactor. I cant seem to play Thors or iGi very well, I either get connection loss or lag ... yet im in the UK, and those pings are less than 50 and TG/PF is 150 ... makes no sense.
Played Thors last night, and for the most part it was indeed whack a mole, mostly because no one cared about the game, more about points it seemed. Everyone just rushed flags, yet the opposite team where playing like I said ... so we lost. I did try commanding, but onlly one squad seemed to realise I could see the whole picture.
Played Thors last night, and for the most part it was indeed whack a mole, mostly because no one cared about the game, more about points it seemed. Everyone just rushed flags, yet the opposite team where playing like I said ... so we lost. I did try commanding, but onlly one squad seemed to realise I could see the whole picture.
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jackal22
- Posts: 849
- Joined: 2006-11-18 20:18
i agree that the more linear aas v1 type maps were more fun,
simply because in some cases of aasv2 you would need double the players 128 to make it work out.
ie. ejod. personally i think the city is wasted now. where as before you would find mini skimishes between different squads on all street corners, now its just relegated to one road and a few corners. you may as well delete half the buildings off the map since they are deserted now.
i think that adding multiple flags to cap while is good really kills the fun on big maps/city maps since having less flags to cap simulates a bigger number of players playing since they are concentrated.
i have real issues with quai river, that map is so broken that a team with maybe 2 good voip squads can have usmc or chinese back to their mains in under 30 mins.
simply because in some cases of aasv2 you would need double the players 128 to make it work out.
ie. ejod. personally i think the city is wasted now. where as before you would find mini skimishes between different squads on all street corners, now its just relegated to one road and a few corners. you may as well delete half the buildings off the map since they are deserted now.
i think that adding multiple flags to cap while is good really kills the fun on big maps/city maps since having less flags to cap simulates a bigger number of players playing since they are concentrated.
i have real issues with quai river, that map is so broken that a team with maybe 2 good voip squads can have usmc or chinese back to their mains in under 30 mins.

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Harrelson
- Posts: 194
- Joined: 2005-10-26 12:31
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Vicktor Vauhn
- Posts: 118
- Joined: 2007-01-03 10:14
pwntLothrian wrote:Then you shouldn't team switch![]()
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If its whack a mole, its either down to a flawed commander, or flawed players.
While I have typically been a supporter of game play that rewards teamwork, I have to disagree on this one. At some point you just can't design a system for use with the public based on Utopian ideas.
A 32 player server has 16 on each side...Optimistically saying that half of each team not only squads up, but operates as a proper, cohesive unit this only gives us two squads. This is still assuming that only the minimum nessisary for RP's fills each squad (in reality the good squads WILL fill, so in reality this is only 1 great squad, and a second with a good SL, some one following him, and some other randoms.)
Its a lot of assumptions that have to be made for it to work correctly, Its just too much to expect IMO.


