A New Conquest
Posted: 2004-12-21 20:32
While BF's conquest is a good system, it isn't as good(realistic) as it could be. I believe some changes are in order, most of witch should be possible.
Firstly, flags and respawns. They're designed to resemble reinforcements, but why cant we do this the real way. There should be helos and trucks getting troops to the front. They could be rewarded for providing this necasaty as well. Every time a person that rode in their vehicle gets a kill or caps a flag, they get a point. This also means that once the enemy has secured a flag, you cant spawn all over him and retake it, transportation then becomes more important.
Next, ticket bleed. There should be none, but instead a more objective based system. A static number of tickets would be set up, relative to map/server size. The control points would still be the most important part of a game, however, they wouldnt cause your enemy to "bleed". Instead, that bleed would be caused when attacking troops were succesfully dettered(read, killed). Thats what bleed is esentialy, however, it should require participation from players, now defense would be equaly important.
Finnaly, actualy capping points. In real life battles are fought on an all or nothing basis, you dont just stop 2/3rds of the way through and say oh Ive got enough. The only way to win in a decent amount of time(without killing off the entire opposing force) is to complete your mission, to take all the flags. That means once all flags are held by one team its over, they win. However, if a team can defend that last bit of land and kill off the rest of the enemy, they can win.
With all this together, strategy and thinking power as well as teamwork would be a much more important part of gameplay. No longer would rusing into a flag to stop ticket bleed be a priority, but rather finding a way to take that flag with minimal casualties.
Firstly, flags and respawns. They're designed to resemble reinforcements, but why cant we do this the real way. There should be helos and trucks getting troops to the front. They could be rewarded for providing this necasaty as well. Every time a person that rode in their vehicle gets a kill or caps a flag, they get a point. This also means that once the enemy has secured a flag, you cant spawn all over him and retake it, transportation then becomes more important.
Next, ticket bleed. There should be none, but instead a more objective based system. A static number of tickets would be set up, relative to map/server size. The control points would still be the most important part of a game, however, they wouldnt cause your enemy to "bleed". Instead, that bleed would be caused when attacking troops were succesfully dettered(read, killed). Thats what bleed is esentialy, however, it should require participation from players, now defense would be equaly important.
Finnaly, actualy capping points. In real life battles are fought on an all or nothing basis, you dont just stop 2/3rds of the way through and say oh Ive got enough. The only way to win in a decent amount of time(without killing off the entire opposing force) is to complete your mission, to take all the flags. That means once all flags are held by one team its over, they win. However, if a team can defend that last bit of land and kill off the rest of the enemy, they can win.
With all this together, strategy and thinking power as well as teamwork would be a much more important part of gameplay. No longer would rusing into a flag to stop ticket bleed be a priority, but rather finding a way to take that flag with minimal casualties.