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Semi AAS
Posted: 2006-02-27 22:11
by lonelyjew
Is there any way to create a semi AAS capture system? What I meen is, rather than having only one flag to atack or defend it could be two, or maybe even three if the map allowed it.
It would add much more tactical elements to the game if two flags had to be defended at once and you had to also capture an enemy base. The ammount of cappable flags is still low enough though that there could be stiff infantry fights and realisticly the flags could be defended without way too much problems.
An example of this could be in the 16 player versions of Kubra and Mashtur the two gray flags at the start would both be cappable. Once one is capped you have a path to the back base and if it's not being defended because the team is just way too focused on one flag then it gets capped. Sharaqi 32/64 is another good example. The two flags to start that would be cappable would be the one by the water and the one closest to the middle MEC base(sorry I don't know their names). After one of these is capped, the adjacent spawns would be accesible.
The reason I say this is while playing the 64 player games I thought the game was to constricted. There was no great strategy that could put a team over the top when every inch of the target flag was defened by 32 enemy players.
Posted: 2006-02-27 22:30
by IRONxMortlock
Good idea Lonely, I like it.
Posted: 2006-02-27 22:31
by Gran
I think this is a interesting idead that should be explored.
Posted: 2006-02-27 22:32
by dawdler
Not with the current AAS system: Its completely fixed.
Personally I still think that a well balanced Conquest map is better than the current AAS system (not only does the fixed system bother me, but the annoying messages too).
Leaving everything completely open is bad, but restricting it to just one flag is even worse when there are alot of players. BF2 areas of interest just arent designed for that amount of people at once. You would have to have huge capping distances and almost immidiete grey when its being contented. Which on the other hand wouldnt work very well with few people, lol.
Posted: 2006-02-28 00:02
by lonelyjew
I'm suggesting maybe a new aas system be made for prmm then. I know it would be an undertaking, but it would definately improve the gameplay a lot. It's really annoying and unrealistic that only a set path must be followed even though, realistically, there could be another more strategic location that should be captured first. But, to keep the flow of the battle, you wouldn't be able to just capture an enemy base deep behind enemy lines so you can have your troops to just pour in from all sides.
This is realistic because the way you can look at it is that you are sending in reinforcements constantly. These reinforcements would not just be able to pop up out of nowhere behind enemy territory so having a spawn point there would be unrealistic. But, if your team secured a path to the main base, you can imagine the reinforcements following that path to the combat, you just conviniantly get them when they get into combat already. I hope that doesn't sound way too crazy.
Another idea that popped into my head uses the pretend route of reinforcements for the system. If a base is surrounded by enemy bases on all sides that base would be impossible to spawn on. Now, this might be impossible to do but it would be very cool if it could be done. The reasoning behind it is if your base is surrounded by the enemy it's not getting any reinforcements. The guys left would have to battle it out and hope to death their allied troops can resecure a path that troops would be able to move through. If only a central base remains and all other bases were capped it could be thought of as the defending team was routed but a few defenders were left behind enemy lines.
If the above could be added an amazing amount of strategy would have to be ussed, and it would give the commander real tactical power. An atacking commander could choose to take the slow, but sure route of ordering his man to cap flags one by one while slowly moving closer and closer to the rear enemy bases. He could also choose to go straight for the jugular go down a straight path to the rear enemy bases where armor and vehicles come from. This comes with the risk of leaving his men without reinforcements though. If the line of supply was severed his troops would be left without reinforcements and with little chance of survival. The supply line would therefor need squads to guard it.
Posted: 2006-02-28 00:27
by Peter-SAS
I'd have to agree with this. AAS can get boring and become a bit linear. However, with more custom maps designed for the mode, this will get better.
Although I think we should always continue to research new game modes
Posted: 2006-02-28 00:35
by lonelyjew
They'll get better, but they still will be linear. Look at steel thunder, it 90% of the time is the two teams balleling over the spawn point on the damn(the middle one) and usually the Chinese are stuck on their side of the damn. The only tactics I've ever seen used were go right to the spawn, and if you're creative and willing you take a long route around to flank. Now, realistically don't you think that you would be able to cap the base that's right next to yours(I know in real life you can't just cap bases). I hate only being able to follow one path.
Posted: 2006-02-28 00:59
by lonelyjew
Really? That's great. Mortlock liked the idea so maybe you should contact him about. If we could get this in as soon as .3 I'd be a very happy camper. Can you further explain how it works?
Posted: 2006-02-28 02:16
by lonelyjew
Thanks, that's pretty much what I was thinking of. I hope they can put it into prmm.
I emailed the guy and told him a bit about prmm and gave him a link to this thread. Even if we don't use that idea I'm sure he could be an asset to project reality with good ideas like that.
Posted: 2006-02-28 04:03
by Arcturus
I've just been linked to this thread through lonelyjew's email to myself. I'm the creator of the Domination mod. I had it running quite well and ironed out a couple of bugs that people had issues with.
Unfortunately I have stopped developing the mod, so some of the more obscure bugs (I still believe people were not following my installation instructions properly) were not fixed. I simply ran out of time, and with me being the only developer, had trouble keeping up with its development.
I am of course happy for anyone to continue to develop the mod or use the source in their mod (with credit) at any time. In fact, i'd love to see someone pick up my code and adapt it in a mod such as Project Reality. I always felt that was what was missing from the Battlefield series, it just seemed as if you were jumping from one flag to another. The focus was on tickets, the bases themselves became meaningless.
I'm not sure how well commented my code is, but again, feel free to use it.
Posted: 2006-03-01 02:15
by 00SoldierofFortune00
IMO, another problem with this system is the levels. It would be nice if we could eventually replace the vanilla levels with the new modded ones. Levels like Dragon Valley, Kubra Dam, and a few others are too wide open and don't really fit the mod especially with AAS on because you have to run through open country only to get taken out by a tank or bunch of entrenched enemies.
I also support being able to attack up to two-three flags which are at the front and not behind enemy lines.
Posted: 2006-03-01 03:25
by Peter-SAS
ThatDomination mode looks sweet. We're being offered it, and I think we should take it. IMO the more game modes the better. And the abillity to switch easily between different modes is vital. The mod needs more variation and choice.
Choices make the world go round

Posted: 2006-03-01 04:08
by IRONxMortlock
Peter-SAS wrote:
Choices make the world go round
Couldn't agree more! The homogeniety of VBF2 always got to me.
Arcturus, I have sent you a PM. Thank you,
M