Page 1 of 1
Flag Caps
Posted: 2005-10-30 07:30
by R.Johnson_USMC
I dont know if this has been brought up... Honestly its late and I dont feel like taking 2.5738 min to find out.
I think you should be closer to cap the flag. Right now you can be about 20 yards away and pull down a flag from a flag pole. Which is not realistic, it should be made so you have to be within arms reach. But I notice there will be some problems such as garnades and m203s being spammed to keep the flag from being capped. But I have personally put a good amount of thought into this and I think its worth it. Makes the flags harder to cap and requires people to set up a defensive perimeter around the flag which in turns makes people use more teamwork. Which is more realistic. Or you can move the flag poles to places with more cover near the flag to provide some protection. But maybe it doesnt even have to be a flag you need to cap maybe its a bridge you need to defend and keep the enemy from destroying... I dont know its late and my mind is wondering. Semper Fi
:edit: Sorry about spelling.
Posted: 2005-10-30 08:04
by Paladin-X
The flags in all BF series are symbolic. The reason why there's a large radius is because it represents capturing an outpost, not just raising a flag on a flagpole.
Posted: 2005-10-30 09:07
by Artnez
R.Johnson_USMC wrote:Makes the flags harder to cap and requires people to set up a defensive perimeter around the flag which in turns makes people use more teamwork.
You can't setup a perimeter if you have to be close the flag.
As I suggested before, it would be best if only infantry can capture a flag. A general rule of modern warfare is, you cannot capture anything without the grunts. Infantry are the only ones who can truly designate a location as "clear". A lone tank should not be able to penetrate the lines (due to its armor protection) and drive to a flag deep behind enemy lines. If it does, the crew will have to get out anyway and will most likely be eliminated.
Making flag caps infantry-only will be a deterrent for the nascar racers we have ingame right now.
I don't know how far they can go with the code though. It could also be viable solution to force the initiator of the flag cap process to be close the flag... and the rest of the people can be within a larger radius.
Posted: 2005-10-30 20:12
by R.Johnson_USMC
Since its a outpost scenario, I think the flag should be kept white untill ALL enemy forces have been elimated from the area.
Posted: 2005-10-30 21:56
by worst 3
Artnez.com wrote:You can't setup a perimeter if you have to be close the flag.
As I suggested before, it would be best if only infantry can capture a flag. A general rule of modern warfare is, you cannot capture anything without the grunts. Infantry are the only ones who can truly designate a location as "clear". A lone tank should not be able to penetrate the lines (due to its armor protection) and drive to a flag deep behind enemy lines. If it does, the crew will have to get out anyway and will most likely be eliminated.
Making flag caps infantry-only will be a deterrent for the nascar racers we have ingame right now.
I don't know how far they can go with the code though. It could also be viable solution to force the initiator of the flag cap process to be close the flag... and the rest of the people can be within a larger radius.
Totally agree with that infantry should be the only ones able to cap a area. There was a quote form some army guy or navy guy saying some thing like this. You can have all the technology in the world but eventually your going to need men down there to capture the poison. Get rid of the dam helicopter capturing and make them land and let the troops off like they were meant to and then give cover from the air.
Posted: 2005-10-30 22:00
by Rg
^agreed. I just hope it's possible to code.
Posted: 2005-10-30 22:19
by NikovK
In BF2 v1.3, all vehicles are worth ONE player in the capture zone. A 6-man transport helo is worth only one grunt.The answer is for the grunts to eject (FAST ROPE PLEASE) out of the helo. Then they capture the flag just as fast as before the v1.3, but then, it is six men in a big, fat target who just landed. You can't complain too much.
An Abrams in a capture zone is worth the same as one MEC grunt hiding in a fruit merchant stall. Which, I think, is plenty of balance. With the larger capture radius, you can put infantry on rooftops and in back alleys and easily negate a handful of heavy vehicles camping on top of the flag pole.
Posted: 2005-10-31 10:23
by Deagle
My vote on the matter is to remove the ability to cap from the air completely. Code it so that you have to have the grunts on the ground to cap the flag, not havering two feet up.
It should be ok to have a vehicle with a driver in the zone, as they can be useful, but it should stay neutral if there is an enemy in the flagzone.
Posted: 2005-10-31 18:17
by angus
Wouldn't Expanding the zone have the effect you are looking for? If the zone encompassed the entire outpost you would have to clear the entire zone before it was captured. No more spamming the pole with grenades and c4. Would work better if it went neutral quicker so no spawns were availble while it was under attack.
Having to clear the area before capture would require more people to take it and therefore more teamwork.