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No More BASERAPING

Posted: 2006-01-27 03:39
by Happy
All we need to do is get the admins to put this script on their server and bam no more base raping. Read about it here http://bf2.fun-o-matic.org/index.php/Sc ... tiBaseRape

Posted: 2006-01-27 04:03
by TheRealFritz
Yep, aware of that, as well. I've considered implementing it and most likely will.

Posted: 2006-01-27 04:12
by NikovK
You could run my map Road to Kyongan Ni with spawn points placed far from the capture zones.

Posted: 2006-01-27 04:34
by TheRealFritz
Advertising? :)

Actually, once this map pack is out, I'll put your map on, along with the TBF Map Pack 3, I think..

Posted: 2006-01-27 04:55
by NikovK
Yes. Advertising shamelessly, because I haven't had a confirmation of functionality.

Posted: 2006-01-27 12:20
by Saobh
I'm totaly for the fact of limiting base rape ( just remembering last week end when our MEC base on Oasis was being raped for 5-8" by the other side, downright shamefull for the other team )
but that script is not a good solution.
2 examples :
- a sniper gets into a position in order to take out the enemy commander or the guy climbing into his jet. at that time the battle is raging on elsewhere on the battlefield. he shots , he kills -> the Hammer of God blows him to smithereens...
- a spec. ops take a hard and long time to sneak into the enemy base in order to blow up the commanders assets ( no i'm not talking about whats in between his legs here, mind you) a guard is posted near them. he takes him out from behind with his knife -> an invisible hand picks him up and splaters him against the ground.

Maybe if the script becomes active only when its their last flag, that would make more sens.
or else, just get rid of the uncappable flags. THAT would be way more realistic.

Posted: 2006-01-27 12:51
by dawdler
Personally I'm all for the complete removal of uncappable bases wherever possible.

In Savage, there was always a mainbase where *everyone* spawned. Was it usually camped? It was extremely rare, near non-existent. Why? Because it was always obliterated and the "camping" side won the game. It was the entire objective of a round. When a side is dominating, the round is nearing an end (that's why you dont let them dominate).

Some BF2 maps work like this (mainly just the 16p variants), but there should be more that does it. Sure you can have a dull time and loose a game in 5 minutes. But that's why GOD (or El Pollo Diablo, whatever you believe in) invented multiple rounds per map.

Posted: 2006-01-27 15:40
by SiN|ScarFace
All this will stop is getting smoked when you spawn. It will not stop base raping.
People will just setup shop outside the uncap and wait for people to come out of the zone. This could also make people not come out of the zone at all and just sit inside and try to kill people.

I dont really care, but these scripts only cause more problems than they fix imo. A better option would be to make uncapable flags able to be taken.

If you are getting base raped, you got owned all the way to your main base, so that flag should also be taken and the game over. Its like running to your magic force field.

Posted: 2006-01-27 16:04
by beta
Base raping is more often than not caused by poor map design.

If the map is small enough for a large portion of the enemy team to get to your main base, the main base should be capturable.

Spawn camping is also caused by poor map design.

When you spawn, you shouldn't spawn on top of the flag, it should be somewhere (for more open maps at least) 100-200m away, so that the people taking the flag can't spawn kill.

In urban maps, this is obviously not possible, so spawn locations should be in buildings where the flag cannot be taken from, so the people taking the flag don't have to worry about clearing out the "spawners" when taking flags, which results in less frustrating spawn camping.

What PRMM really needs is 5-6 NEW maps that are well designed from the beggining to be a REALISTIC map, rather than playing the "arcade" cities with realistic weapons. Since the weapons are more lethal, the maps don't have to be all short engagement range maps, guns shoot further than 100m ...

Edit: Bad spelling ...

Posted: 2006-01-27 16:38
by Tzefanya
All flags should be capturable. That's all that needs to be done. If a team is getting their butt kicked so bad all they have left is their non-cap, the game might as well be over.

Posted: 2006-01-27 17:37
by drygar
Tzefanya wrote:All flags should be capturable. That's all that needs to be done. If a team is getting their butt kicked so bad all they have left is their non-cap, the game might as well be over.
A good point! but only if it is in AAS mode 8) so not "backyard baby" got behind the line . . . . 8)

Posted: 2006-01-27 21:07
by dawdler
drygar wrote:A good point! but only if it is in AAS mode 8) so not "backyard baby" got behind the line . . . . 8)
It doesnt really matter if its AAS or not. If its Conquest, having all bases capturable will just mean that you dont have a mainbase. If you loose your starting position... Well you lost your starting position. Set up camp somewhere else, retake it or be defeated.