Control Point "Territories" & Added Intel Gathering

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[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Control Point "Territories" & Added Intel Gathering

Post by [T]Terranova7 »

This may have been suggested in one form or another, but putting "Territory" in the search box didn't give what I was looking for. So I decided to go ahead and create a new topic on this concept of attaching "territories" to control points.

Territories would be a specified region of land surrounding a control point. The CP acts as the controller of it's territory. Capturing the CP makes its territory available to you and your team.

There would be three types of territories, which is a reflection of each Control Point's condition. This includes the following -

* Friendly Territories
* Neutral Territories
* Enemy Territories

- Friendly Territories are linked to control points currently under your team's possession. Within Friendly Territories, Squad Leaders can set Rally Points, Commanders can deploy assets, Players can spawn on squad leaders etc.

- Neutral Territories are linked to control points that neither side has obtained (Neutral Flags). Players from either side can't do anything with it until capturing it.

- Enemy Territories are linked to control points belonging to the opposing team. Spawning is disabled for friendlies in enemy territory. Meaning you cannot set or spawn on rally points, squad members cannot spawn on SLs, nor can anyone spawn on APCs and commander assets that may be left in enemy territory. Commander's also cannot deploy any assets within enemy territory either. Kit requesting is also restricted in enemy territories (making supply drops behind enemy lines only useful for extra ammunition).

Territories sort of expands on the whole concept of CPs. It would better help establish a "frontline" in many ways. Squads operating behind enemy lines wouldn't be very effective unless they were very resourceful. Meaning only the most skilled, tactically proficient players could actually function in enemy territory.

___________________________

What I've posted above is just the basic idea of it. Some other more "advanced" ideas that could be added to it are -

* Reinforcement Territories
- Reinforcement Territories would be linked the "rear" CPs. Basically the Control Points that can't be captured by the enemy in the AAS order. They could serve as spawn points on some of the larger maps, or for specific flags. Maybe even spawn some lighter vehicles from time to time. Things of that nature.

* Deep Enemy Territories
- Deep Enemy Territory is basically the enemies Reinforcement Territory. An idea may be disabling a player's mini-map should he/she enter Deep Enemy Territory. They would still be capable of using the static map, but all the friendly and enemy positions wouldn't show.

*** Intel Gathering
- To encourage those daring enough to enter Deep Enemy Territory, knifing an enemy SL or Commander within Deep Enemy Territory could allow the entire team to see all enemy positions on their mini-map for a specified amount of time. At the same time, if you're (Doesn't have to be an SL or Commander) knifed in Deep Enemy Territory, the enemy gets to see all of your friendly positions.

Some key points to this system being -

- Knifing an enemy Commander in Deep Enemy Territory allows your team to view enemy positions alot longer than knifing enemy SLs (Say 15-30 seconds for an enemy SL, 30 seconds to a minute for an enemy Commander)

- If you're knifed in Deep Enemy Territory, the enemy gets to view friendly positions for about 15-30 seconds. If your SL is knifed in Deep Enemy Territory, the enemy gets to view friendly positions for 30 to 45 seconds. If your Commander is knifed in Deep Enemy Territory (which hopefully doesn't happen often) The enemy gets to view friendly positions for a whole minute and maybe longer.

This actually makes it so that intel gathering benefits the team in control of the Deep Enemy Territory (which is considered Reinforcement Territory to them) much more than the team trying to gather intel by making behind enemy lines incursions.

Spawn times may also be longer for players who are "captured" behind enemy lines.

___________________________

Actually, the whole intel gathering idea can really be a whole other idea in itself. I sort of came up with it as I was brainstorming some concepts that could be applied to the Territories functionality.

And that is that as they say. (600 Posts!) :D
Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Post by Masaq »

Interesting concept, although the intel aspect appears somewhat gamey to me- could see a ridiculous number of people going loomfing off into the distance to go grab some knife kills and justifying it as intel gathering instead of working with their squadmates.

But the idea of limiting RP placement / SL spawns is kinda neat, or would be on big open maps. Don't think it'd fit on city maps.

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[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

[R-PUB]Masaq wrote:Interesting concept, although the intel aspect appears somewhat gamey to me- could see a ridiculous number of people going loomfing off into the distance to go grab some knife kills and justifying it as intel gathering instead of working with their squadmates.

But the idea of limiting RP placement / SL spawns is kinda neat, or would be on big open maps. Don't think it'd fit on city maps.
Thanks for the input. You're probably right with the Intel Gathering as it is in the original idea. It's mostly inspired by the whole "knife a civilian" concept associated with the insurgents that I've adapted for a more general use.

After further brainstorming, to keep this from happening in mass numbers we could make it so that only a certain kit is capable of gathering intel behind enemy lines (Or Deep Enemy Territory would be the proper term). I heard somewhere the Spec Ops kit was being removed or limited for the next release (Even if it wasn't, it would be a good idea to do so). If that is so, it seems only fitting that the kit be the one given this feature of intel gathering.

Same rules apply though. Within Deep Enemy Territory any hostile player can "capture" any friendly player within their territory.

However, in order for your team to gather intel in Deep Enemy Territory, there must be a Spec Ops player to do so. Other kits cannot "capture" enemy players in Deep Enemy Territory.

This works vice-versa as well. It gives the Spec Ops kit a unique function on the battlefield. However, true to the nature of Special Forces, behind enemy lines intel gathering will be extremely tough to do. Given the extreme conditions of not being able to utilize spawn assets in Deep Enemy Territory, the potential of having your mini-map disabled, and the fact that enemy players can turn the tables by capturing you makes this sort of work extremely difficult and very risky.
Deadfast
Retired PR Developer
Posts: 4611
Joined: 2007-07-16 16:25

Post by Deadfast »

How about something like the intel points in Insurgency ?

Picking up enemy kit gives your team 1 intel point (picking up officer kit could give like 3).
When your team reach certain number of IP (for example 25), enemy positions will be revealed for some time (like 5 secs).
Aljen
Posts: 399
Joined: 2006-11-14 14:48

Post by Aljen »

I think similar ideas about territories in which you can create your RP (to prevent enemy back flag spawn waves which is not very realistic) were already discussed here, but you have described this principle much better.

I like it, but that intelligence gathering thing sounds for me a bit stupid and vBF2like magic.

Revealing positions of players not only for a second but for some longer time is too damaging(there will be too many noobs who will try to be Rambo and will try to go to kill enemy commander at his main base - and they will be being massacred, crippling their team seriously) and I think it is not very realistic.

But what about this change:
If you knife enemy SL you will reveal (only with some probability) map position of a random (even the one you already see) enemy commander asset (bunker, firebase, mortar battery, commander post, static AA, static AT) and you will see them until they are destroyed (they are static) or RP of his squad.
If you knife enemy COM then there is a chance that you will reveal position of all enemy assets.

It would be also possible to get some wrong informations and you would see a fake positions on map (which is maybe impossible in engine).

Knifing enemy engineer - your team would see where are some of his mines (probably also impossible)
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ZaZZo
Posts: 1494
Joined: 2007-02-03 18:37

Post by ZaZZo »

I like it, reminds me of CoH, wich is good :D

But the intel things sounds abit complicated and expect n00bs to run off ramboing with thier knives
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

As previously mentioned, the function would be available to a specific, limited kit (Spec Ops would be the best choice). At best you could 2 to 4 players may actually be capable of doing this.

The idea is to basically give players something to do other than fighting on the frontlines. What I hope to visualize is a small squad created with the intent of intel gathering. In order to gather intel effectively the players will have to utilize stealth, because without the ability to spawn and with their own mini-map disabled in Deep Enemy Territory, there's no reason to go rambo on everyone because chances they'll simply get themselves killed or worse.

The idea isn't trying to create Rambos, it tries to create stealth warriors, something that many FPS games don't really have.
ZaZZo
Posts: 1494
Joined: 2007-02-03 18:37

Post by ZaZZo »

Sweet,
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