Sharqi Peninsula AAS Dilemma
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DirtySock888
- Posts: 24
- Joined: 2005-02-16 22:16
Sharqi Peninsula AAS Dilemma
I have recently been playing PR alot, I had stopped before because it seemed as if no one ever played it. During this time I have noticed a situation that becomes all too stressfull and familiar. Lets call it S.P.A.D. (Shaqri Peninsula AAS Dilemma). This is the situation where due to the fact that getting killed is very easy and in AAS you can only cap one flag at a time, it is nearly impossible for the MEC to advance on the American Forces. I have seen it happen in Sharqi and also in Karkand 2. I have witnessed this problem from both ends of the spectrum and I can say that the American forces really don't have to do much to hold off the MEC. Even if the entire MEC team pushes forward, the american forces can sucessfully mow them down. I'm sure there has to be at least one other person out there who knows what I am talking about. Can any one offer a solution to this problem? Possibly a strategy or something so that this will no longer be an issue?

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DirtySock888
- Posts: 24
- Joined: 2005-02-16 22:16
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Xeno426
- Posts: 52
- Joined: 2006-02-02 01:13
It would be nice if AAS could be scripted to act more like the Onslaught mode in UT2k4.
Let's use 32-player Karkand as an example. After taking the Square, you could either head to the Suburbs or the Market. If you took the market, you could either head to the Suburbs or the Train Wreck. However, you would not be able to take the base flag (Outpost, in this case) untill you had secured all other points. The same would go for Sharqi; you could innitially head towards the Hotel or City Outskirts and work your way in, but you would not be able to take the TV Station until you had taken all other points on the map. This allows for more tactical flexibility while still preventing you from simply rushing the back base.
Let's use 32-player Karkand as an example. After taking the Square, you could either head to the Suburbs or the Market. If you took the market, you could either head to the Suburbs or the Train Wreck. However, you would not be able to take the base flag (Outpost, in this case) untill you had secured all other points. The same would go for Sharqi; you could innitially head towards the Hotel or City Outskirts and work your way in, but you would not be able to take the TV Station until you had taken all other points on the map. This allows for more tactical flexibility while still preventing you from simply rushing the back base.
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dawdler
- Posts: 604
- Joined: 2005-11-13 14:45
That's what I've been advocating since the beginning. AAS in its current shape is very static (straight line) and to be honest not a very good gameplay mode on many maps.Xeno426 wrote:It would be nice if AAS could be scripted to act more like the Onslaught mode in UT2k4.
Let's use 32-player Karkand as an example. After taking the Square, you could either head to the Suburbs or the Market. If you took the market, you could either head to the Suburbs or the Train Wreck. However, you would not be able to take the base flag (Outpost, in this case) untill you had secured all other points. The same would go for Sharqi; you could innitially head towards the Hotel or City Outskirts and work your way in, but you would not be able to take the TV Station until you had taken all other points on the map. This allows for more tactical flexibility while still preventing you from simply rushing the back base.
The best thing that could happen is if DICE hardcoded a tiny new variable to the flag system and supported it in Conquest: Minimum friendly flags required to capture the flag (note: Team dependant, so two new variables technically). All DICE maps would remain the same (0 by default), Conquest would play just like it does now.
But if you make a new map, you can type like 2 and the flag would require 2 friendly flags to be enabled. For a straight line AAS system (looking from one of the sides point of view), you would type 0 for the first, 1 for the second flag, 2 for the third flag, 3 for the fourth flag, etc. BUT if you wanted branching, you could type 0 for the first flag, 1 for the second flag, 1 for the third flag and 3 for the fourth flag. That way after flag 0 (ie base) you could capture the second and third flag, but not the fourth until both are captured.
Its very simple and something DICE could do in a matter of hours. Native AAS support under Conquest. The only flaw with the system is that it doesnt support real branching (flag1-flag2-flag3 separate from flag1-flag4-flag5) but its far better than nothing and would cover most circumstances.
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eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
Dice left traces of a supply lines gameplay mode in the editor, but never finished it.
There is a mod for BF2 that has the possibility of taking flags in a supply line mode, but it's less linear than AAS. It's problematic though because it's *really* unclear in game what the next flag to be taken is. Sometimes you can take 1 of 3 flags next, but there is no indicator of it (even less than AAS).
While I agree this is a problem, I will say that Sharqi is an example of a map where the MEC *must* get their teamwork acto together to succeed. Once the MEC break into the city, they can make pretty rapid progress because the US defenders tend to spawn from different locations to get back to the first flag.
I actually kinda like it as is, and prefer playing MEC on this map. I might suggest a very easy fix is to give the MEC a higher ticket bonus when it's played in AAS mode.
egg
There is a mod for BF2 that has the possibility of taking flags in a supply line mode, but it's less linear than AAS. It's problematic though because it's *really* unclear in game what the next flag to be taken is. Sometimes you can take 1 of 3 flags next, but there is no indicator of it (even less than AAS).
While I agree this is a problem, I will say that Sharqi is an example of a map where the MEC *must* get their teamwork acto together to succeed. Once the MEC break into the city, they can make pretty rapid progress because the US defenders tend to spawn from different locations to get back to the first flag.
I actually kinda like it as is, and prefer playing MEC on this map. I might suggest a very easy fix is to give the MEC a higher ticket bonus when it's played in AAS mode.
egg
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Rifleman
- Posts: 290
- Joined: 2006-02-02 10:22
They are attacking side... and attacker have always bigger problems, rushing fortified enemy positions (TOWs) so it is good idea.I actually kinda like it as is, and prefer playing MEC on this map. I might suggest a very easy fix is to give the MEC a higher ticket bonus when it's played in AAS mode.
Chuck Norris has counted to infinity. Twice.
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youm0nt
- Posts: 4642
- Joined: 2007-03-16 15:13
*Bump*
Will we see this map for future versions of PR? With AASv2 and new gameplay from 0.6, I'd like to see how this map would turn out. One thing that I envision is it will turn into a nade fest so is it possible to edit the map to make it double or triple the size of the map? Or maybe just make the out of boundry areas larger? Perhaps put light/heavy jeeps and an APC at either the north and south highways to represent reinforcements? It can be like Gulf of Oman but in an urban area. I found this overview of the map and a lot of space is unused in the real map, even at 64 player size. The blue and red dots are the out of bounds area.

Will we see this map for future versions of PR? With AASv2 and new gameplay from 0.6, I'd like to see how this map would turn out. One thing that I envision is it will turn into a nade fest so is it possible to edit the map to make it double or triple the size of the map? Or maybe just make the out of boundry areas larger? Perhaps put light/heavy jeeps and an APC at either the north and south highways to represent reinforcements? It can be like Gulf of Oman but in an urban area. I found this overview of the map and a lot of space is unused in the real map, even at 64 player size. The blue and red dots are the out of bounds area.

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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
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GeZe
- Retired PR Developer
- Posts: 3450
- Joined: 2006-02-09 22:09
See that's why dice added the short range fog to all the maps, because it makes them seem bigger then they are.solodude23 wrote:
http://www.bf2-idiot.de/videos/4_voodoo ... he_fog.wmv
At any rate, too arcadey. vBF2 maps = no.









