Objective Randomizer: You don't know the drill...
Posted: 2008-03-06 00:50
Fairly self explanatory. Basically I think that PR has gotten a but monotonous to some people, and yes while adding new maps is a good way to keep interest high, in the longer term, with no real campaign ect for BF2, the current AAS mode opens itself to becoming very linear and repetitive, which is a shame considering the size of the maps. I can do the exact same tactics on a map for basically the same results. I have a few ideas or variations to maps to make them play somewhat differently. BF2 in a sense exceeds PR in replay value because you have options as far as what objectives you want to get. This also makes commanders actually have a use. Right now, you have at most 2-3 flags to send squads to, and you a by and large a construction foreman most of the round. I essentially have three separate ideas:
1. Allow all flags to be neutralized at any time. There are plenty of reasons for this but the least of which being that it makes PR about controlling ground, and not just hopping from flag to flag LAPD style. Right now you can leave entire grids wide open.
2. Not all objectives should appear on a map the same way. The names can stay at an area or structure, but it shouldn't necessarily have an objective smack in the middle. Flags should be as much as 300m away from a named area, which will make improvisation and application of tactics (as opposed to repeating a drill) actually necessary. While the flags should be pre positioned (so we don't have two flags 20m apart), they should be deployed a different way every time. They should all be somewhere near an important structure, or hill, or obvious choke point, or river crossing ect (pretty much every hill and large bridge should have a flag). Some of the flags tbh aren't worth much tactically. This is a problem on the older PR/Vanilla maps that weren't designed with longer range combat in mind. Without a flag, a lot of areas would be places that you would want to avoid (ie the middle of a city surrounded by hills with water to one side and the enemy base on the other). If flags were put into areas that you would naturally go to, then it might open up a lot of places that are usually unused on maps.
3. It seems now about who sets their spawn closest to a flag wins by default as they will have more people to secure and objective obviously. Bunkers and firebases can amplify this to a large extent. Tactics go right out the window as an attack quickly degenerates into a spawn/grenade fest. If all important structures were destructible then it would eliminate grenade spamming. Having 1-2 small entrances to an invincible structure doesn't even make sense in theory. Some immediate examples come to mind such as how Mine used to be on Qwai, some Militia bunkers ect, and the Clown car spawning inside VCP basrah 0.6. Instead of having random destructible structures that are generally unused for obvious reasons, why not have the most relevant ones to the game be destructible? If VCP ect had destructible walls then grenade spam would all but vanish, and there would have played less like vanilla. Also aren't bunkers primary function in real life to provide protection in an area that otherwise is exposed? Right now they are just used as large rally points and don't do much as far as denying an area goes. I would like to see HGM's or TOW's, added and spawn removed from them, because it feels very tactical until I run into one, then its just engispawn away.
Allow me to reiterate that these are separate ideas. I've been thinking about this for some time, so I wonder what other people think. Ok then...
1. Allow all flags to be neutralized at any time. There are plenty of reasons for this but the least of which being that it makes PR about controlling ground, and not just hopping from flag to flag LAPD style. Right now you can leave entire grids wide open.
2. Not all objectives should appear on a map the same way. The names can stay at an area or structure, but it shouldn't necessarily have an objective smack in the middle. Flags should be as much as 300m away from a named area, which will make improvisation and application of tactics (as opposed to repeating a drill) actually necessary. While the flags should be pre positioned (so we don't have two flags 20m apart), they should be deployed a different way every time. They should all be somewhere near an important structure, or hill, or obvious choke point, or river crossing ect (pretty much every hill and large bridge should have a flag). Some of the flags tbh aren't worth much tactically. This is a problem on the older PR/Vanilla maps that weren't designed with longer range combat in mind. Without a flag, a lot of areas would be places that you would want to avoid (ie the middle of a city surrounded by hills with water to one side and the enemy base on the other). If flags were put into areas that you would naturally go to, then it might open up a lot of places that are usually unused on maps.
3. It seems now about who sets their spawn closest to a flag wins by default as they will have more people to secure and objective obviously. Bunkers and firebases can amplify this to a large extent. Tactics go right out the window as an attack quickly degenerates into a spawn/grenade fest. If all important structures were destructible then it would eliminate grenade spamming. Having 1-2 small entrances to an invincible structure doesn't even make sense in theory. Some immediate examples come to mind such as how Mine used to be on Qwai, some Militia bunkers ect, and the Clown car spawning inside VCP basrah 0.6. Instead of having random destructible structures that are generally unused for obvious reasons, why not have the most relevant ones to the game be destructible? If VCP ect had destructible walls then grenade spam would all but vanish, and there would have played less like vanilla. Also aren't bunkers primary function in real life to provide protection in an area that otherwise is exposed? Right now they are just used as large rally points and don't do much as far as denying an area goes. I would like to see HGM's or TOW's, added and spawn removed from them, because it feels very tactical until I run into one, then its just engispawn away.
Allow me to reiterate that these are separate ideas. I've been thinking about this for some time, so I wonder what other people think. Ok then...