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Ground Control

Posted: 2007-11-02 18:07
by Onil
here are already alot of threads about the usage of rally points and how we can make them more realistic.

I don't know if SL spawning or Commander Truck spawning will be removed in v7.1 as they will do it for APC's but i think that endless waves of re-enforcements aren't that realistic...

I also think that re-enforcements should only come from controlled terrain and not from behind enemy lines unless if deployed by chopper. So if it is possible I believe that like we have a flag area where you can't deploy rally points you should also have a defined area where you can place rally points:

I thought about a new structure that would define a confrontation line between both teams and that would divide the map into 2 parts, one for each team to deploy their rally points. This line will be moving according to the flags that each team has.

The mapper would create a guiding line between both enemy main bases and then add the confrontation line. A bit like flipping those red lines that divide the map and leaving the 90ยบ angle that they create against each other.

Image

The green line won't be seen while playing as it is only a guiding line of the way the purple line will move. The players will only see the purple line dividing the map and they will know that they cannot place a rally point on the other side of it.

The mapper will mark each flag with a number that defines the sequence of the purple line passing on top of each flag when they get captured. The purple line will only move to the next flag after the current one was capped.

The purple line will be placed at the start of the map on the first neutral flag according to the assaulting team (the one trying to take enemy ground, in this case it is GB) If the militia caps that flag the line wont move because there is no next flag for them to cap. If the GB team caps the first flag then the line will move to the second one and so on. If a flag goes back to neutral color the line wont move.

If your rally point is on a certain location and the enemy re-captures a flag then the purple line will move back to it. Your rally point will be on enemy territory so it will be desactivated after 5 minutes if you don't recap the flag you lost.

The other option to do this instead of using RP desactivation (destruction) is by using 2 types of rally points: The first type will have no radio sound and will have normal respawn times. The second type will have radio sound and will add 1 or 2 minutes of spawn time to each squad member that spawns in it.

Instead of deactivating your RP, it will replace it with a new RP (type 2).

For example on maps like Ejod the line would be horizontal since the flags are vertically capped from south to north and north to south and on maps like Qwai the line would be vertically since flags are capped from West and East. If you cap a flag beyond your "side" of the line then that line will advance on the map. This line would define where you can place your rally points.

Each time you cap a flag, you will gain one more part of the map to place your rally points. This will make the flag system more symbolic as it really gives you more controlled ground where you can place your assets (fire bases could use the same method as the Rally Points) and help organize the battle.

If you want to infiltrate the enemy territory you should do it in a stealth way and not by having a respawn there. And if you want to be able to attack the enemy from other directions then where your army is coming from then flank your opponent.

This would be for AAS only and you still won't be able to deploy rally points near the Flags!

Devs would this be possible to do? To have 2 moving areas (one on each side of the line)that define where each team can place their rally points?

Feedback would be nice.

Posted: 2007-11-02 18:38
by Brummy
Ground control to Major Tom..

BF2/PR has a limited amount of players (soldiers), as a battle in real life wouldn't be 32 vs 32. That's why every time you 'spawn' you simulate the idea of more troops being available. A squad in reality has way more soldiers than 6, I think that's why there is 'unlimited' amount of reinforcements.

Posted: 2007-11-02 18:53
by Onil
brummy seems that you missed the point of my post...

Posted: 2007-11-02 19:04
by [T]Terranova7
Had a suggestion pretty similar to the idea behind this a few months back. With the idea basically being that each CP was linked to a territory, which in effect would draw a "frontline" of sorts between sides (Which I'm told is similar to how COH works). You could only deploy spawn assets within friendly territory, while enemy territory remained unusable to your team. Check it out in detail if your interested.

https://www.realitymod.com/forum/control-point-territories-added-t25941.html

But the idea is to help focus fighting between two sides, and bring greater organization to the battlefield overall.

Posted: 2007-11-02 22:23
by Onil
Terranova yeah i see that we had similar ideas but the problem with yours is that you wouldn't use all the territory of the map if you're using just areas surrounding flags.
There are maps that have quite a big area far from flags and that shall be used.

About neutral territory i think that both teams should be able to use it. So according to my structure of lines dividing the map, you would have a grey area... between each team's line if they aren't together.

Posted: 2007-11-02 23:42
by Doom721
I like this idea, and support it :D

Posted: 2007-11-03 03:07
by [T]Terranova7
Onil wrote:Terranova yeah i see that we had similar ideas but the problem with yours is that you wouldn't use all the territory of the map if you're using just areas surrounding flags.
There are maps that have quite a big area far from flags and that shall be used.

About neutral territory i think that both teams should be able to use it. So according to my structure of lines dividing the map, you would have a grey area... between each team's line if they aren't together.
Actually the way I envisioned it is that the territories would occupy the entire map. The surrounding areas of each CP would have their own borders and such. Think of it like the U.S, with each state functioning like a territory, and it's capitol the CP of each area.

I kept neutral territory unusable because like enemy territories, you don't control it yet. Not to mention I don't expect them to last long. Main reason being is I didn't want enemy players laying down new rallies and such as you and your squad cap a new flag.

Posted: 2007-11-03 03:19
by LeoBloom.
brummy.uk wrote:Ground control to Major Tom..
OMG, i was going to do that.... you b******.

Ignore post.

Posted: 2007-11-03 03:56
by Onil
Terranova wrote:Actually the way I envisioned it is that the territories would occupy the entire map. The surrounding areas of each CP would have their own borders and such. Think of it like the U.S, with each state functioning like a territory, and it's capitol the CP of each area.

I kept neutral territory unusable because like enemy territories, you don't control it yet. Not to mention I don't expect them to last long. Main reason being is I didn't want enemy players laying down new rallies and such as you and your squad cap a new flag.
Yes we seem to have the same idea... But i wanted to make the neutral territory usable simply because even if you still dont control th whole area you can stil "start digging your trenches" :)

It's a way to help you secure the area and even if the other team does it first, your rally point will still be active for a minute or two before it deactivates the respawn. That's so that you can try and recover your flag.

And since flag control areas might be quite big on your idea then grey areas would also be big. And you want to place your rally point next to the area you're attacking if it is neutral. Even if you use the lines structure instead of "states division" you will have big areas to cover and that you need to use even if neutral.

Well i don't know if this is even possible to do or not and seems that the devs rarely answer to good ideas unless it is hard coded or a stupid idea :)

But lets hope that i'm wrong and that they consider using this.

Posted: 2007-11-15 23:58
by Onil
I developed the idea a bit more and made an image to better explain how this would work.

I hope i can get a bit more feedback on it, specially from the Dev Team.

Thanks in advance ;)

Posted: 2007-11-16 01:19
by AnRK
I like the idea of the rally points only been available on your controlled territory, but I'm sure on of the developers saying something about this kinda thing working in radius's. So the territory would end up as a set of circular areas of control, and to make sure there were no dead spots they would have to be stupidly large and would overlapping each other. That's what I remember of how the whole capturing/rally point system works anyway, certainly don't quote me on it.

Posted: 2007-11-16 01:26
by Onil
I actually tried that.. defining areas for each flag and yes they would be very big and overlapping each other... that's why i used this line instead. Basically you would use 2 large radius areas on each side of the line that cover all the map and they will move according to the line movement. The radius used for each side of the line wouldn't be set by the flags... it would have to be a separate thing. Besides that you will still have each flag radius to make sure rally points aren't placed next to CP's.

I think it might be possible to do but i doubt the devs would consider it.

Anyway it is always good to try.

Posted: 2007-11-16 01:52
by AnRK
Yeah I know your trying to use lines, just I don't think that you can code it like that, from what I remember you HAVE to use radiuses for this kinda thing unfortunately, and on top of that they'll have to be measured from flags (unless there's some other way of blagging it).

Posted: 2007-11-16 03:21
by Artnez[US]
big question... is this possible with the engine?

Posted: 2007-11-16 05:35
by DavidP
Rise of nations?

Posted: 2007-11-16 13:42
by hx.bjoffe
I've been thinking in similar directions of late, and agree on the main idea; Reinforcements should come from "controlled" areas. Rallypoints stashed faaaar behind enemy lines isnt a realistic angle.

Posted: 2007-11-16 16:08
by Masaq
You could feasibly do this in a much simpler way, using code the team are already familiar with - the RP placement scripts.

Just add on that whilst they must be 100 away from any RP (minimum), they also have to be under 300m away from a friendly or neutral CP (maximum).

Biggest drawback I can see with that system would be that anywhere you have CPs that are more than 400m away from each other, you wouldn't be able to place an RP, making maps like Kashan unplayable.

Having said that, if Firebases could be added to script (i.e.: 300m from a friendly flag OR firebase), then it'd make commander's roles in getting troops to the front line much more explicit; in order to push forward the team would need a logistical backbone provided by the firebase.

Posted: 2007-11-16 16:24
by Onil
BloodAce that would be too much because on reality you have much more soldiers then on PR... so you must break some rules in order to make it a bit fair. I would however increase spawn time for every soldier so that everyone would be less "Rambo" and more carefully plan their moves.

[R-MOD]Masaq That's actually a very good way of doing it aswell but what rules would you apply for fire base placement? Can they be placed anywhere on the map (cannot be close to CP's but can be behind enemy lines) as it is now?

And if you loose your Fire Base or CP that was supporting your RP location then what would happen to your RP ? would we use the 5 minutes timer until RP destruction or 2 types of RP idea?

I really think that this could be implemented and gameplay would improve alot.

I also developed another idea for AAS3 that i will post today. Main objective is to improve realism in Secured Locations (Captured Flags).