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Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-23 15:08
by Ollie_fool
Is it possible to remove the flag markers on the in game map/minimap and instead just use the AAS markers, i think this would help newer players to understand that certain flags cant be attacked. E.G. If you start the game and there is one AAS marker, then you know that the objective is to move and capture that possition, as the markers update once a flag is captured there is really no reason to show any other flag than the main bases of each team, this would also help prevent flag rushing, expecially in AAS v3 and hopefully lead to more intense firefights.
Again i have no idea if this is possible, just a suggestion.
Thanks in Advance
Ollie
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-23 15:24
by Psyko
Could you elaborate please?
Why would we not need flags?
How would we know where the appropriate place to accumulate tickets are from?
Do we just quess where to go in AASv3?
Most of the vets myself included know the maps like the backs of our hands, but how would removing the ability to see where the center of the flags are help new players?
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-23 15:27
by henriksive
How can you plan ahead if you only know one flag?
You don't need half of your team to one flag, you need one or two SQ there and the rest head to the next (depending on map).
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-23 15:45
by sakils2
Just let those new players RTFM!
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-23 17:37
by Dude388
I'd like it if only the COMMANDER knew which flag was available to assault next. It would make commanding a little more important.
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-23 17:40
by Rudd
Dude388 wrote:I'd like it if only the COMMANDER knew which flag was available to assault next. It would make commanding a little more important.
oh god no!
1) when there is no commander every1 wouldn't have a clue where to go
2) it would just be weird!
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-23 18:46
by Dude388
Dr2B Rudd wrote:oh god no!
1) when there is no commander every1 wouldn't have a clue where to go
2) it would just be weird!
Your worries/concerns are justified, I knew I should have clarified more

.
If there was no COMMANDER, players (more specifically Squad Leaders) would receive order's on which Flag to attack next,
ONLY after they cap the current one. This would limit planning too far ahead as they wouldn't have an up to date assault plan. This would work best on maps with random flags (ie. operation barracuda), but could still work on STANDARD maps with some tweaking.
If there is a commander, the team will be at an advantage due to knowing where to assault, before you have to assault it. After all, the COMMANDER is essentially the brains behind an operation and in charge of organizing a solid attack/defense. He/She has an up to date link to high command on which area should be secured in the preset sequence, and will pass this along to the squad leaders to prepare for the next flag assault.
Having this commander option would allow players to co-ordinate with their commander about the future flags needing to be secured and send a squad or two to secure that area for the main assault force. But if their is no commander, the game will still function, just with less co-ordination because of the lack of commanding (this seems more realistic).
Personally speaking, I fail to see how this could be seen as weird

Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-23 19:19
by Sabre_tooth_tigger
I like ollies idea, very simple doesnt really change anything except appearances but would alter perceptions quite drastically
If it was added to the random flag system then that would be fun also, really a game you cant predict and would help reduce the enemy rushing flags they have no present interest in
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-23 21:32
by Orthas
Very nice suggestion. Would be great in the proposed form of commander getting the currently active flag and the next one. In the absence of commander squad leaders could see only the currently active ones. Would make lone-wolfing quite a bit harder and thereby Commanding/Squadleading much more rewarding.
Maybe the greatest benefit of this would be the increased re-playability of maps in the case AAS v3 becomes the standard for maps. In Barracuda it's many a time a problem that people can already move to the next flags by having too much intel.
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-24 06:30
by badmojo420
.
Sabre_tooth_tigger wrote:I like ollies idea, very simple doesnt really change anything except appearances but would alter perceptions quite drastically
+1
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-24 07:12
by cyberzomby
Yes would be a very good idea! Especially the commander addition to that! It would only work with AAS V3 indeed because in V2 players are just gonna memorize the order for every map!
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-24 07:27
by badmojo420
cyberzomby wrote:Yes would be a very good idea! Especially the commander addition to that! It would only work with AAS V3 indeed because in V2 players are just gonna memorize the order for every map!
It doesn't matter if players memorize the flag locations. This is simply to reinforce the idea that a flag which cannot be capped, is useless and shouldn't be on the map.
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-25 01:37
by Bringerof_D
i do not agree on your point on no "planning too far ahead" that would kill the whole point of planning. at no point will units be sent into the field and be expected to complete multiple tasks, while only being aware of the first one of the many objectives they have to capture. Before deployment every soldier, or if its a large scale, every squadleader, would be informed on exactly what they're doing, what they do next, what they do after, and what the other squads are doing, and next, and after.
do you think a battalion would take a small town, then HQ would radio in a say "ok...so humm....how about you guys go take that hill too, we forgot to tell you but we need that position." NO, the whole thing is planned from begining to finish, if you remove flag markers, then in AASv3 no one would be able to, setup ambush here, wait here and move into that area on the signal. tactics would end up simply being flanks and charges. all the real stratagies would be impossible to implement. a good plan not only requires flanks and maneuvers, it requires timing, if you dont know where your next objective is, you cant time the assault to your advantage.
now on the other hand for AAS v2 where we allready know where the capture zones are, that would be ok, but would make things harder for less experienced players
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-27 14:45
by Ollie_fool
Bringerof_D wrote:i do not agree on your point on no "planning too far ahead" that would kill the whole point of planning. at no point will units be sent into the field and be expected to complete multiple tasks, while only being aware of the first one of the many objectives they have to capture. Before deployment every soldier, or if its a large scale, every squadleader, would be informed on exactly what they're doing, what they do next, what they do after, and what the other squads are doing, and next, and after.
do you think a battalion would take a small town, then HQ would radio in a say "ok...so humm....how about you guys go take that hill too, we forgot to tell you but we need that position." NO, the whole thing is planned from begining to finish, if you remove flag markers, then in AASv3 no one would be able to, setup ambush here, wait here and move into that area on the signal. tactics would end up simply being flanks and charges. all the real stratagies would be impossible to implement. a good plan not only requires flanks and maneuvers, it requires timing, if you dont know where your next objective is, you cant time the assault to your advantage.
now on the other hand for AAS v2 where we allready know where the capture zones are, that would be ok, but would make things harder for less experienced players
I see where your coming from here, but aswell as the forementioned benefits, i think that the idea of having to set up a viable defence before planning yor next attack is one that outweighs that of pre-emptive strikes. To much lately i have seen squads attacking a flag, only to abandon it immediatly to rush the next one. If you didnt know where the next flag was, you would need time to formulate a plan, and therefore give the rest of the team time to catch up, and set up defences, e.g. a bunker/FOB. The main point of my suggestion is that it would stop squads rushing flags without a proper defence of the one they just captured, and would give them time to properly formulate a plan of attack, rather than just running in and seeing how it goes.
As far as ambushing and the like goes, surely this would greatly increase the power of ambushes, instead of waiting at a flag that you dont know will be in play, ambushers would have to set up on key points around the map, e.g. supply routes from the enemy main base and established FOB's making there effectiveness much more realistic, i.e. they would have a range of explosives around the mao, but the enemy is not garuanteed to passs them, allthough if they do the effect would be devestating to the enemy squad.
Re: Removing Flag markers on map in favour of AAS Makers
Posted: 2008-10-27 16:01
by cyberzomby
Yeh I have to agree with olly on this one. It makes sure ambushing is done the realistic way. In real life enemy soldiers can only guess that the enemy will want this town. They could just as well not take it, bombard it, scoot around it or forget about it!
Now you gotta look at the map, (at least put down the marker at the mainbase) see where the enemy main's is and guess where they would go.