AASv2 seems in my mind to be the compromise that we put with because of the BF2 engine - ideally it would be an advance and reinforce supply lines style of gameplay using the assets we have already. So flags are dumped completely and firebases and bunkers form interlocking zones of control from where you patrol/advance to contact. These CPs can then be attacked directly to destroy or capture them, or flanked cutting the 'supply line' and hence ability to provide ammo and reinforcements (spawns) to the enemy. A more organic and player determined game can then occur by controlling *gasp* places on the map that are actually strategically important such as roads, hilltops, river crossings, natural or urban chokepoints.
But it hasn't been done yet, it's hardly an original idea ... so I draw the conclusion that it simply isn't feasible.
I'd love to be corrected
Suggestion to enhance AASv2 gameplay
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VipersGhost
- Posts: 1171
- Joined: 2007-03-27 18:34
What if APC's were required to take a flag, or a command truck etc. Might be kind of interesting and would kind of immitate the whole reinforcing a position to take a flag instead of just 5 guys sneaking by everyone. Could be interesting in concept.
All you twats starting said threads "WTFBBQSAUCE 0.7 BLOWS" - R-Dev Jaymz
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~XHW~Flamestorm
- Posts: 273
- Joined: 2008-01-17 20:00
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General_J0k3r
- Posts: 2051
- Joined: 2007-03-02 16:01
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Warmagi
- Posts: 299
- Joined: 2007-09-17 12:14
Cant wait for new modes.
Sunset? No, I dont like it. It reminds me of karkand and the grenade spam fest, camping fest and run and gun type of play.
Sunset? No, I dont like it. It reminds me of karkand and the grenade spam fest, camping fest and run and gun type of play.
[R-MOD]Mongolian_dude: ...remember to show as much respect to the new players as the veteran players. Todays 'noob' is tomorrow's 'Vet'.
Reddish_Red: We're fine...
Random.. ehmmm... "player": Give me the chopper. No. I want to fly. No. But I want to, get out from it now or I TK you. ... ... ... No
Reddish_Red: We're fine...
Random.. ehmmm... "player": Give me the chopper. No. I want to fly. No. But I want to, get out from it now or I TK you. ... ... ... No
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Enderjmu
- Posts: 91
- Joined: 2008-01-17 20:31
Well, since you can't spawn off of flags...
But having things like Kashan's North Bunker/South Bunker for most of the other flags would be nice...
Other Suggestion to Enhance AASv2 Gamplay (what was AASv1, anyway?)
Remove Ticket Bleed entirely/halve the rate of ticket bleed. Most of the time when a team loses a very important flag and the defending team gets it neutralized back again, said defending team already lost 100 tickets!
Maybe ticket bleed only when the main base flag has been lost... not one flag away...
Firebases/Bunkers give the +10 tickets every ten minutes, right? (it didn't say it didn't in the logs)
Why not make a commander marker that is similar to the LZ marker (i.e., it stays up until the commander takes it down) that marks the bunker with a small flag of the enemy...
Why not do this for enemy rallies, too?
But having things like Kashan's North Bunker/South Bunker for most of the other flags would be nice...
Other Suggestion to Enhance AASv2 Gamplay (what was AASv1, anyway?)
Remove Ticket Bleed entirely/halve the rate of ticket bleed. Most of the time when a team loses a very important flag and the defending team gets it neutralized back again, said defending team already lost 100 tickets!
Maybe ticket bleed only when the main base flag has been lost... not one flag away...
Firebases/Bunkers give the +10 tickets every ten minutes, right? (it didn't say it didn't in the logs)
Why not make a commander marker that is similar to the LZ marker (i.e., it stays up until the commander takes it down) that marks the bunker with a small flag of the enemy...
Why not do this for enemy rallies, too?
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
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General_J0k3r
- Posts: 2051
- Joined: 2007-03-02 16:01

