Serial Flag Capture Issue

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Chase Armitage
Posts: 131
Joined: 2006-04-05 10:07

Serial Flag Capture Issue

Post by Chase Armitage »

Hi!

I think its just a nice idea to force a serial capture of flags. But on the other hand its getting very crowdy since you play with more than lets say 32 players. So I suppose it would be quite nice if you expand the actual configuration and allow 2 flags to be captured at once and not only 1. Maybe you could integrate option that allows server admins to set the number of flags which can be taken at the same time.

Thx in advance ;)
greetz
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Wraith
Retired PR Developer
Posts: 1929
Joined: 2006-02-11 00:10

Post by Wraith »

I agree, if it can be done I would like to see AAS enabled so that you have a choice of two flags but only on the 64 player maps...
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[ZiiP]Leepants
Posts: 41
Joined: 2006-04-04 23:21

Post by [ZiiP]Leepants »

Funnily enough myself Jester and another of the ZiiPsters were talking about the very same thing last night.

We played on a server on Sharqi, and it was almost impossible as there were 20 vs 20 (possibly more) all going for one flag... My alive record was less than 2 minutes, and that was as a medic... :-?

It was highly annoying and kind of put me off.... :(
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Wraith
Retired PR Developer
Posts: 1929
Joined: 2006-02-11 00:10

Post by Wraith »

Sharqi I think is a Great AAS map in that the mech have a VERY wide veriety of options including the attack helo and the amor they get. With good team work and a multi front attack the city entrance falls quickly.
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Neuromante
Posts: 85
Joined: 2006-03-02 10:35

Post by Neuromante »

I hate AAS sometimes. I think the game would be much better without it and without respawning at flags. So rushing to take a flag alone in a jeep would be a little pointless, and it couldn't be abused.
Wraith
Retired PR Developer
Posts: 1929
Joined: 2006-02-11 00:10

Post by Wraith »

I would have agreed with you had I not seen first hand what no AAS in a server (VBF2) does to people and teamwork...
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RikiRude
Retired PR Developer
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Post by RikiRude »

agreed agreed agreed =D
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six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

AAS is fine, but to balance out the dificulty of taking one flag at a time, the cap radius should be larger. in most cases, a single grenade can wipe out an entire force trying to cap a flag, even if they are well spaced out. although overall i perfer AAS, soome maps it just doesnt work (oman, daldian, songhua)
these maps and other maps like them should allow the simultaneous capture of two or even three flags as long as they are close to parellel. linear maps liek karkand are fine as they are.
Wraith
Retired PR Developer
Posts: 1929
Joined: 2006-02-11 00:10

Post by Wraith »

six7 wrote:AAS is fine, but to balance out the dificulty of taking one flag at a time, the cap radius should be larger. in most cases, a single grenade can wipe out an entire force trying to cap a flag, even if they are well spaced out. although overall i perfer AAS, soome maps it just doesnt work (oman, daldian, songhua)
these maps and other maps like them should allow the simultaneous capture of two or even three flags as long as they are close to parellel. linear maps liek karkand are fine as they are.

I have to dissagree, There MAY be some flags that you can kill the whole squad but a full squad (6 people) deployed Tactically would NEVER have this problem.
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Neuromante
Posts: 85
Joined: 2006-03-02 10:35

Post by Neuromante »

'[R-PUB wrote:Wraith']I would have agreed with you had I not seen first hand what no AAS in a server (VBF2) does to people and teamwork...
Man, it's entirely because of the total lack of any realism in vanilla and the damn respawning! When one or a couple bullets are enough to kill you (and I'm not talking about full-powered calibers) you have to rely on teammates to survive. If people had to actually fight\travel their way into a realistic combat environment, there would still be teamwork (if not even more), but without forcing anything. AAS forces to fight for a flag, cutting down the "flag rush exploit", but ruining part of the gameplay.
Chase Armitage
Posts: 131
Joined: 2006-04-05 10:07

Post by Chase Armitage »

Guys can you tell me what means AAS? I read this particular expression a lot of times now and I start wondering what it means.

GreetZ
CA
Neuromante
Posts: 85
Joined: 2006-03-02 10:35

Post by Neuromante »

Assault And Secure. It's a game mode featured in PR that forces you to take the flags in a certain order. This creates frontlines indeed, but makes it much harder for the attackers and often "breaks" the map design, specially on vBF2 maps.
Evil_Eye
Posts: 117
Joined: 2006-02-26 18:49

Post by Evil_Eye »

On maps like Daqing Oilfields this would really help.
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[ZiiP]Leepants
Posts: 41
Joined: 2006-04-04 23:21

Post by [ZiiP]Leepants »

Hmmmmmmmmmmm. It maybe then a case of incorrect tactics being employed.....

IMO it spolied the PRMM experience, as, after all it IS still a game... :wink:


Or perhaps I'm just ****!! :o ops:
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DEDMON5811
Posts: 867
Joined: 2005-11-20 06:45

Post by DEDMON5811 »

I like AAS because it brings the battle to a front line. I have made some changes on all the maps, Custom and stock vanilla. I have taken off the point bleed caused by flag possession. Now points will only be lost by team deaths and vehicle of destruction.

I think this will allow for more teamwork play as you try to keep your whole team together and alive and also stop the all out "run and cap" feeling that flags give.
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Grey_Ghost
Posts: 53
Joined: 2006-02-27 22:09

Post by Grey_Ghost »

I thought I read PR might drop AAS for Domination MOD. Something about it supporting 2 possible capture points instead of the 1 in AAS.
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