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[Suggestion] Cap flags for support
Posted: 2008-10-14 07:43
by Psyko
With the latest release of PR and it's new maps, a number of experimental changes were brought onto the scene, not in a dramatic sence but in a way so that the change was small and it's effects could be monitored closly without hindering the overall gameplay of the mod.
The change i am talking about is the Flag on Korengal that allows players to gain new assets.
I believe that this method should be intorduced onto most maps to give the maps veriety and interesting properties.
For instance, Al Basrah, once having capped the village, the British gain their transport Helo and Challanger, thus forcing all infantry to squad up as infantry and roll out in transport trucks and APCs to cap the flag and focus the fight between the village and the city, making the main road the battlezone where many verietys of long range fighting can accur. and lowering the amount of people holding at the main for assets.
Other map varients come to mind, but i dont want to bombard with suggestions.
Psyko
Re: [Suggestion] Cap flags for support
Posted: 2008-10-14 07:48
by Truism
Of course we should have it... Not just on Ins maps either. If it's intuitive that a point should give access to something (like an Airfield giving support equipment for Helicopters), then it should probably give it.
Re: [Suggestion] Cap flags for support
Posted: 2008-10-14 13:27
by AnRK
I think Korengal might have been a bit of an experiment for this, if you look in the Dev profile Mr Ed Fox is working on a map while whole heartedly embraces this concept and it looks hella fun. I think this kinda things gonna become more common with maps in the future though.
Re: [Suggestion] Cap flags for support
Posted: 2008-10-14 13:44
by Rudd
agreed, but if this was implemented more widely, I'd prefer it to be as logical as much as possible.
I would say that the Merlin should be avaliable without this system since the British are at an airfield as their main....
I get the feeling that Korengal was designed with this idea in mind...so it might not work 100% for older maps. But I've love to see more 'gains' in taking flags, apart from observation properties/cover...Maybe let it affect Commander's requestable support.
imo, one of the best ways to use this system is to have flags on roads leading out of the map to say "this road is controlled by the enemy" which would make supply trucks no longer spawn. Its less direct than "your tank cannot respawn" but it gives strategic freedom to a team, no supply trucks = no FOBs and more limited ammo.
Operation Archer has the fortress of doom, which would be perfect for something (I say 'something' because I have no idea what the Canadians are gonna put on that map)
Well..in any case. It works very well on Korengal
Re: [Suggestion] Cap flags for support
Posted: 2008-10-14 15:52
by Psyko
Dr2B Rudd wrote:
imo, one of the best ways to use this system is to have flags on roads leading out of the map to say "this road is controlled by the enemy" which would make supply trucks no longer spawn. Its less direct than "your tank cannot respawn" but it gives strategic freedom to a team, no supply trucks = no FOBs and more limited ammo.
Very cool idea, such as fools road. But i think it also simulates reinforcements at a specific time as well, like my suggestion in the case of Al Basrah. To redo every map in this way for a single release is possible but a lot of work. You could have a flag on the top west corner of Qinlinglingling for example with something like offmap support or somthing less deadly to fill the previously thought "pointless" area of the map. Creating another dynamic to the level. But Qinling works well allready because when the server is full there arnt much times when its quiet. Everyones allways focusing on village and coalmine throughout the map.
Dr2B Rudd wrote:
'gains'
Damnit Rudd, stop trying to name stuff before everyone else

Re: [Suggestion] Cap flags for support
Posted: 2008-10-14 16:58
by Kontrollturm
You can add a flag in the center of the lake and when you took it, you gain a cruisemissile luncher in ur main --> 1missile/5min^^
Re: [Suggestion] Cap flags for support
Posted: 2008-10-14 17:47
by Cyrax-Sektor
Has someone been in my head again?

Taking inspiration from .8 maps, I'm considering "extra" CPs that offer a gameplay advantage for my map. In-game, the team has to decide which flag's worth the manpower.
It adds more to the map in my opinion. However remaking some maps might be work, don't know about editing completed maps.

Re: [Suggestion] Cap flags for support
Posted: 2008-10-14 18:33
by cyberzomby
It does add more to a map. And wasnt this the case in previous versions? I could remember tactics like: Take this flag first so we get this vehicle operational!
But thats almost kinda the cause of my worries. Tactics like that instead of "realworld" tactics.
Re: [Suggestion] Cap flags for support
Posted: 2008-10-14 18:34
by CodeRedFox
Yeah that map was an experiment and has works sorta right (too many games, teams are devoting too much time to a worthless flag). The team has taken notice and you may see more of this in the future. but personally I think teams should have to fight for assests, be a road, base, CP
Re: [Suggestion] Cap flags for support
Posted: 2008-10-14 20:51
by Celestial1
Would be interesting to also see benefits not related to asset spawning, etc...
Such as on Barracuda, if the "airstrip" flag or one of the flags near it are in play, the hueys could (perhaps more slowly than a pad on the Essex) reload, repair and rearm on the airstrip, as if they have fortified the airstrip with supplies after it was secured, and now the hueys can get emergency repair, some flares for the trip home, or just some temporary protection while he figures out what to do next.
Or, say, the bunkers could contain a small supply of medical supplies or ammo after a cap to represent the after-battle recuperation. Or something along those lines.
Re: [Suggestion] Cap flags for support
Posted: 2008-10-14 23:34
by vilhelm123
I like the idea of rewards being given to a team when a flag is capped, gives a real incentive for both attackers and defenders to do their jobs well and keeps teamplay alive. I don't like having these flags on insurgency maps however, they cause a large number of players on both sides of get caught up in a mini AAS mode within the game. I've ended up leaving a number of squads that all frantically tried and tried again to capture lanigal and ignored the whole point of the gamemode for the sake of a littlebird and styker essentially.
Re: [Suggestion] Cap flags for support
Posted: 2008-10-14 23:46
by CodeRedFox
vilhelm123 wrote:I've ended up leaving a number of squads that all frantically tried and tried again to capture lanigal and ignored the whole point of the gamemode for the sake of a littlebird and styker essentially.
Thats being fixed

Re: [Suggestion] Cap flags for support
Posted: 2008-10-14 23:58
by vilhelm123
[R-DEV]CodeRedFox wrote:Thats being fixed
Yet more proof of that the Dev's are awesome

Re: [Suggestion] Cap flags for support
Posted: 2008-10-15 00:24
by Rudd
Celestial1 wrote:
Such as on Barracuda, if the "airstrip" flag or one of the flags near it are in play, the hueys could (perhaps more slowly than a pad on the Essex) reload, repair and rearm on the airstrip, as if they have fortified the airstrip with supplies after it was secured, and now the hueys can get emergency repair, some flares for the trip home, or just some temporary protection while he figures out what to do next.
Hey! great idea!
or at least a place where the Hummers can reload their 50s!
The base 'supplies' on the same map has ammo downstairs, more things like that would be a good idea also.
Re: [Suggestion] Cap flags for support
Posted: 2008-10-15 08:49
by evya
like the idea but only if the CPs provide light vehicles and/or trucks+maybe some reload and repair places...
Re: [Suggestion] Cap flags for support
Posted: 2008-10-15 09:43
by cyberzomby
yea one of the first outposts used as a supply base is something I would be very interested in. Or maybe the second flag.
Re: [Suggestion] Cap flags for support
Posted: 2008-10-15 17:53
by stoobywon
I think that when US takes docks on Muttrah that they should get 2-3 humvees to help them move onto north.
Re: [Suggestion] Cap flags for support
Posted: 2008-10-15 19:49
by Celestial1
stoobywon wrote:I think that when US takes docks on Muttrah that they should get 2-3 humvees to help them move onto north.
While not an entirely bad idea at all, what would be the 'cause' of these magic humvees? Not to mention that firebases can give you these humvees and APCs can be taken from the carrier (albeit that they can't reload without going into the MEC main).
The more logical these bonuses to cap, the better.
After reading Rudd's post, that's another good idea; perhaps, after capturing bunker(s?) on Kashan, vehicles could slowly load ammo inside the small 'garage'-esque area. It wouldn't be efficient enough to load armor quickly at all, but in emergencies it could be used... and light vehicles could enjoy the ammo crates they can sack for the gunner.
Things like this could add a very interesting new 'supply line' concept, requiring certain flags to be capped or maintained to keep things moving.
Perhaps some of these additions would also be best off if they would start a minute or so after the flag is capped, so that you can't just trade the flag off if you want the supplies.
Re: [Suggestion] Cap flags for support
Posted: 2008-10-15 20:02
by Outlawz7
[R-DEV]CodeRedFox wrote:Thats being fixed
Yeah by making it uncaptureable by Ins once captured by US meaning there's going to be loads of dumb Insurgents sitting on the flag wondering why they can't capture it when they should be defending the caches.
Which brings me to: is it possible to capture a CP not marked on the minimap?
People with Bf2 mapping knowledge will know what I'm talking about.