A less restrictive AASv2 system
Posted: 2008-10-20 13:13
I'm writing this topic assuming that, in .85, the AASv3 system will be fixed and some maps, such as Muttrah, will not feature the new random CP system.
That said, I believe that the "old" AAS system, which we saw on .7 and .75, and most maps in .8, is a mix of good and old. On some maps, it operates perfectly, maps such as Kashan, Tad Sae, Ejod, and Bi Ming. On other maps, however, such as Muttrah and Fools Road, it is much too restrictive.
The fact that AASv2 often leads to bitter engagements and choke points over some flags can lead to "turtleing", in which each team basically sets up defences and follows a WW1-esque "charge/fallback/repeat" type strategy. I've seen this happen many times over flags such as Hilltop and many flags on Muttrah.
The issue is much more noticable on Muttrah. The fact that the flags must be captured in order from one to the other, originating from docks, leads to the same old tactics, and often annoying, BF2-like chokepoints and "rambo"-like action. Should AASv2 be less "restrictive" on the flag-order on maps such as Muttrah, we could see more strategies and less botteling up and chokepoints.
If I haven't really put the point across, what I'm trying to say is that the way some maps are set up, AASv2 does them a great disservice by having a "leapfrog" like method of capping. Perhaps a less restrictive form of capping would be more intelligent.
That said, I believe that the "old" AAS system, which we saw on .7 and .75, and most maps in .8, is a mix of good and old. On some maps, it operates perfectly, maps such as Kashan, Tad Sae, Ejod, and Bi Ming. On other maps, however, such as Muttrah and Fools Road, it is much too restrictive.
The fact that AASv2 often leads to bitter engagements and choke points over some flags can lead to "turtleing", in which each team basically sets up defences and follows a WW1-esque "charge/fallback/repeat" type strategy. I've seen this happen many times over flags such as Hilltop and many flags on Muttrah.
The issue is much more noticable on Muttrah. The fact that the flags must be captured in order from one to the other, originating from docks, leads to the same old tactics, and often annoying, BF2-like chokepoints and "rambo"-like action. Should AASv2 be less "restrictive" on the flag-order on maps such as Muttrah, we could see more strategies and less botteling up and chokepoints.
If I haven't really put the point across, what I'm trying to say is that the way some maps are set up, AASv2 does them a great disservice by having a "leapfrog" like method of capping. Perhaps a less restrictive form of capping would be more intelligent.