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AAS v4?

Posted: 2009-05-16 21:33
by Robbi
Ok, first time i've ever suggested anything really, as i'm more inclined to break things than make things ;)


My idea is aimed more at Urban/City maps.

I would like to see AAS cap points/flags that are spawned like caches using the same system... I realise that AAS 3 uses this system also, but that is the begining of the round and not as dynamic as my idea.

At the moment urban maps are far too linear IMO and really need a spruce up of the AAS mode.

So my idea is dynamic Flag spawns, like caches in Insurgency mode, but instead of destroying them you code the FOB/Rally point over-run system into it [obviously with different values] so that once all enemy troops are cleared from the area you have captured it.

Say Muttrah for example, you at the moment have choke points where the whole entire team is just bombarding eachother at one point of the map, some people never even see most of the map at all. With AAS4 you have 2 spawnable flags at any one time, completely random at spawn, say one in North city and the other in the town to the SE of MEC fortress. This would mean 2 dynamic flags, making gameplay more reliant on team cohesion and also adds more reality and teamwork to the mix, as urban warfare inst really wave attacks on foot anymore, more spuradic periods of combat in certain areas.

Points wise, well as im not completely up to date with cache pointing etc I couldn't and wouldn't want to speculate too much, the point of this suggestion is to see more than anything whether it to be possible.


Basically what AAS 4 would bring to the mix is an element of surprise and variety to maps that have in the past been seen as stagnant, its the re playability of Insurgency but with AAS mode. It would encourage teamwork fully, with logistics being the key to survival.

Now if this was already discussed/suggested then forgive me :p

:?

Re: AAS v4?

Posted: 2009-05-16 21:45
by Tartantyco
-I'll just point to this thread.

Re: AAS v4?

Posted: 2009-05-16 21:47
by Tonnie
Me like *claps*

Re: AAS v4?

Posted: 2009-05-16 21:52
by Robbi
'[R-COM wrote:Tartantyco;1025144']-I'll just point to this thread.
that is not the same idea...

This is still seeing the map as territorial, which is not the same as my idea...

Although, looking at it, both ideas could be merged, but this was more about the way to use the cache spawn shiznit than anything else.

Re: AAS v4?

Posted: 2009-05-16 22:09
by CAS_117
I would like this on small maps, could end up making big maps more ronrey than ever.

Re: AAS v4?

Posted: 2009-05-16 22:15
by Robbi
Not really Cool, Urban would just be the starter, the tester as it were.

I would like to see it being developed further towards bigger maps, differing sized objectives etc...

Re: AAS v4?

Posted: 2009-05-16 22:15
by Smegburt_funkledink
Me likey, not a bad idea for an R-Tec.

Re: AAS v4?

Posted: 2009-05-16 22:18
by Aliblista
CAS_117 wrote:I would like this on small maps, could end up making big maps more ronrey than ever.
agreed 1-2km only, but on such compact urban maps it could really spruce up gameplay, theres bound to be some wip maps tht could benefit from this even more

Re: AAS v4?

Posted: 2009-05-16 22:22
by Robbi
I feel in present conceptual format this could open the door to a lot of decent aspects to smaller, Inf maps being incorporated in the game.

not skirmish mode, but the likes of the Asad Khals and the Mestias that would normally be over looked due to stagnant gameplay ...

And then maps like Muttrah which could have endless potential

Re: AAS v4?

Posted: 2009-05-16 22:55
by TurnCoat
[R-TEC]Robbi187 wrote:...I would like to see AAS cap points/flags that are spawned like caches using the same system...
Hmm... I like it. Ideal for use artillery strike in the future (if it will be added), points will not be known previously. Scout/pointer becames needed.

Re: AAS v4?

Posted: 2009-05-16 23:20
by Adriaan
Looks like something that is possible withing Bf2's boundries (a combination of some sort of AAS v3 and the Cache spawning system) and if implemented should be able to make for some great evacs and convoys! :smile:

Re: AAS v4?

Posted: 2009-05-16 23:55
by Robbi
Well AAS3 already uses the cache spawn coding iirc, just its static spawning, so this is a take on that but more so, thus AAS 4 ...

Re: AAS v4?

Posted: 2009-05-17 14:02
by Jigsaw
Not a bad idea, I don't like how it could make it so you're just running around all over the map all the time I think it would become chaotic at best, especially on larger maps but for small maps (Asad Khal, Mestia, Tad Sae) it would be very good.

It would have to be coded so that there is some sort of progression in the flag spawn, so when you cap a flag another appears ahead of your position rather than in some random spot behind you. Not sure if thats possible but I reckon thats the only way it would work.

Re: AAS v4?

Posted: 2009-05-17 14:18
by Rudd
I'm not sure I understand. What would stop a flag spawning behind you?

Or does each flag connect to a set of spawnable locations so that direction is always forward, but never the same?

what I hate about AASv3 is that half of the map isn't used, maybe this could correct that.

Re: AAS v4?

Posted: 2009-05-17 17:46
by Psyko
this idea on principal would work with large and small cap radii. i would like to see testing done on it. in three different methods.

1 flag vs 1 flag
2 flags vs 2 flags and...
1 flag vs 2 flag

any number of gameplay dynamics could come into play. the main things im thinking of, would be the possible warp and misuse of the frontal edge of the battlefield, and the rear supply lines. in otherwords, is it possible to abuse the area outside of said cap radii.

Re: AAS v4?

Posted: 2009-05-17 20:01
by Ace42
As I have said elsewhere repeatedly:

vBF2 "flag-tag" is inevitable with a "ticket bleed" system, and the current bleed system is so arbitrary that it's no surprise everyone assumes that they have to rush for flags all the time like deranged war-hungry lemmings in order to win. It's the bleed that gives people the incentive to attack rather than just camp the middle of nowhere, but it's neither realistic, nor conducive to realistic gameplay.

My solution to the current problem (IE all combat occurs between two or so flags, most parts of maps aren't utilised) has been stated elsewhere, and is multipronged.

First: Scrap (or nerf) bleed so that players aren't punished for being patient / cautious.
Second: Institute a ticket economy so that players' lives, and assets, etc. have an intrinsic value; giving the game a metric to measure and give value towards tactical gameplay and more sophisticated use of terrain.
Third: Tie asset deployment / spawning / availability to flags to make capturing them a meaningful and desirable objective.
Fourth: Tie assets (specifically mortar / arty strikes) to a destroyable asset near to firebases to make firebases a worthwhile target / defensive position rather than a minor annoyance that can usually be ignored if they're even remotely distance from an objective.
Fifth: Give commanders a LIMITED ability to swap the control-flag order around, so that they can OCCASIONALLY (Once every 30 or 45 minutes) bypass the current flag if it's too heavily protected; or else use diversionary / decoy tactics.

What would this achieve? Well, removing the bleed would mean that players can "explore" or "use" parts of the map without being penalised for not getting on a flag. Making control of multiple flags necessary for spawning the most sophisticated assets gives flag-capture a TACTICAL significance, rather than the incredibly abstract and meaningless "bleed". Tying assets (especially area attacks) to firebases would make assaulting and destroying firebases a worthwhile and meaningful exercise, rather than a distraction from the game's AAS objectives (which is the case at the moment). Giving the commander an ability to "jump" flags would remove the incredibly unrealistic "tug-of-war" gameplay that we see at the moment.

Re: AAS v4?

Posted: 2009-05-17 20:05
by Robbi
Ace, please don't hijack my thread mate, make your own if you have a suggestion, also this idea of mine wouldnt have bleed values in the sense as it is now, and may be incorporated with already existing modes, as a split game mode maybe....


but as I say, go hijack your own thread elsewhere please. :)