The lack of strategy features in PR
Posted: 2009-06-03 21:41
First, I want to say that I think this thread belongs here and not in the suggestion section. It's something that needs to be discussed.
I've been playing PR for about two years now, so I've played through many versions of it. I also play in the PR tournament, which is quite an experience. And playing PR (or any other game) in an organzied and serious way gives you some very good insight in how the game works. Insight you would never get from just playing public, because in a organized game world you push the game to the max and every single detail counts.
And what I've learned and realized from my playing time is that PR lacks good strategy features that rewards teams for playing with a succesful strategy in AAS mode, which for the time being is the main game mode in PR. Notice that I'm not talking about strategy itself now, because it most certinly is possible to make strategies. What I'm saying is that there are really no strategy features in PR that has significant outcome on the game. If you don't know what I'm talking about,
let me explain it to you:
The control points (a.k.a. "flags"), which are the objectives on all AAS maps. Why do we fight over them? Because the game tell us so, of course. But here's the problem - fighting over the control points and taking them don't give teams any significant advantage, unless it's the bleed one (which are rarely reached, and therefore pretty much an irrelevance here). And the reason for that is simple - they are nothing more than an icon on your map. They don't give your team any extra tickets and they don't make your enemy lose any tickets, and they don't give your team extra vehicles or any kind of shorter spawn time.
What about the position itself then? Well, I can't think of any CPs that are actully placed on advantageous ground. You might aswell position yourself in an equal, or even better, position next to a CP and just kill the enemies trying to capture that CP. And in fact, that works even better and is what PR is without any real strategy features - it's about kills and your teams k/d ratio.
It's not that hard to figure out really; you can only lose tickets in AAS and you lose them by getting killed + control points that has nothing to do with tickets = k/d game (a.k.a. deathmatch). The team that can waste their enemies tickets first wins, with or without CPs. And if you don't believe me, I can tell you that when my team played Op. Barracuda in the tournament (as USMC), our whole plan was to take over the airfield, hold that position and just kill enemies from there until victory was ours.
The CPs was never relevant. And it worked! We won simply by scoring kills. And that map is just a prime example - we figured out that a superior k/d is most important way before that and always prioritize our k/d over CPs. And the other teams did to and also play that way as far I can tell. And it's not because we want to, it's because that's the way it is.
Now, pubbers don't care about this because most of them don't know it and don't care about it. They just want to have a good game. But it's of course different in a match between two organized teams, where everybody is following a plan and have victory as their goal. The effect this k/d dominance have on organized PR games is that it make teams play conservative and defensive to preserve tickets. That in turn creates stalemates, because there's simply no gain on attacking and taking CPs from the enemy. The only thing it will do is to cost you a few lives, which is tickets, which in the long run will lose you the battle. Public games are not played this way because of the players, like I said, but it still makes the team with the best k/d win out there aswell.
I think this is a problem because it's not realistic or fun. I'm not a soldier, but I'm pretty sure that war is mainly about acheiving certain objectives. For example, taking ground and valued positions. And I'm also pretty sure that it has a bigger outcome on battles and wars than the casualties. It's relevant, for sure, but not the main factor. And if it were the case, The Soviet Union wouldn't have won over Germany in WWII.
And I know I'm not the only one that have noticed this and see it as a problem. It's been discussed very much on the tournament forum.
The good thing is that this is a solvable issue. It can be done in three ways as far as I see:
#1: Bring back the CP spawnpoints. It gives CP capping an advantage, but ultimateley doesn't solve the problem. And it would make PR spammy. So no on this.
#2: Connect vehicle spawning to CPs. Sounds good on paper, but it's not exactly logical or a good thing to make vehicles spawn more often than they do now. And it would lead to an overflow of vehicles on maps like Kashan and Qinling.
#3: Connect the CPs to the tickets. This is the way to go if you ask me. It makes sense from a gameplay perspective and will give a solid reason for teams to attack and defend the CPs. It can be done so a team lose X tickets when they lose a CP, or so a team gain X tickets when they capture one, or a combination of both. Or maybe something else. It's a simple and effective award for playing with a good strategy and actully playing AAS maps the way they're supposed to be played - by fighting over the CPs.
Discuss!
I've been playing PR for about two years now, so I've played through many versions of it. I also play in the PR tournament, which is quite an experience. And playing PR (or any other game) in an organzied and serious way gives you some very good insight in how the game works. Insight you would never get from just playing public, because in a organized game world you push the game to the max and every single detail counts.
And what I've learned and realized from my playing time is that PR lacks good strategy features that rewards teams for playing with a succesful strategy in AAS mode, which for the time being is the main game mode in PR. Notice that I'm not talking about strategy itself now, because it most certinly is possible to make strategies. What I'm saying is that there are really no strategy features in PR that has significant outcome on the game. If you don't know what I'm talking about,
let me explain it to you:
The control points (a.k.a. "flags"), which are the objectives on all AAS maps. Why do we fight over them? Because the game tell us so, of course. But here's the problem - fighting over the control points and taking them don't give teams any significant advantage, unless it's the bleed one (which are rarely reached, and therefore pretty much an irrelevance here). And the reason for that is simple - they are nothing more than an icon on your map. They don't give your team any extra tickets and they don't make your enemy lose any tickets, and they don't give your team extra vehicles or any kind of shorter spawn time.
What about the position itself then? Well, I can't think of any CPs that are actully placed on advantageous ground. You might aswell position yourself in an equal, or even better, position next to a CP and just kill the enemies trying to capture that CP. And in fact, that works even better and is what PR is without any real strategy features - it's about kills and your teams k/d ratio.
It's not that hard to figure out really; you can only lose tickets in AAS and you lose them by getting killed + control points that has nothing to do with tickets = k/d game (a.k.a. deathmatch). The team that can waste their enemies tickets first wins, with or without CPs. And if you don't believe me, I can tell you that when my team played Op. Barracuda in the tournament (as USMC), our whole plan was to take over the airfield, hold that position and just kill enemies from there until victory was ours.
The CPs was never relevant. And it worked! We won simply by scoring kills. And that map is just a prime example - we figured out that a superior k/d is most important way before that and always prioritize our k/d over CPs. And the other teams did to and also play that way as far I can tell. And it's not because we want to, it's because that's the way it is.
Now, pubbers don't care about this because most of them don't know it and don't care about it. They just want to have a good game. But it's of course different in a match between two organized teams, where everybody is following a plan and have victory as their goal. The effect this k/d dominance have on organized PR games is that it make teams play conservative and defensive to preserve tickets. That in turn creates stalemates, because there's simply no gain on attacking and taking CPs from the enemy. The only thing it will do is to cost you a few lives, which is tickets, which in the long run will lose you the battle. Public games are not played this way because of the players, like I said, but it still makes the team with the best k/d win out there aswell.
I think this is a problem because it's not realistic or fun. I'm not a soldier, but I'm pretty sure that war is mainly about acheiving certain objectives. For example, taking ground and valued positions. And I'm also pretty sure that it has a bigger outcome on battles and wars than the casualties. It's relevant, for sure, but not the main factor. And if it were the case, The Soviet Union wouldn't have won over Germany in WWII.
And I know I'm not the only one that have noticed this and see it as a problem. It's been discussed very much on the tournament forum.
The good thing is that this is a solvable issue. It can be done in three ways as far as I see:
#1: Bring back the CP spawnpoints. It gives CP capping an advantage, but ultimateley doesn't solve the problem. And it would make PR spammy. So no on this.
#2: Connect vehicle spawning to CPs. Sounds good on paper, but it's not exactly logical or a good thing to make vehicles spawn more often than they do now. And it would lead to an overflow of vehicles on maps like Kashan and Qinling.
#3: Connect the CPs to the tickets. This is the way to go if you ask me. It makes sense from a gameplay perspective and will give a solid reason for teams to attack and defend the CPs. It can be done so a team lose X tickets when they lose a CP, or so a team gain X tickets when they capture one, or a combination of both. Or maybe something else. It's a simple and effective award for playing with a good strategy and actully playing AAS maps the way they're supposed to be played - by fighting over the CPs.
Discuss!
this box says "EnemyTicketLossWhenCaptured" but some of it is hidden. this means when you capture the flag, the other team will loose a set amount of tickets. Bare in mind that this can be exploited by letting the enemy take the flag, then once they have it neutral, ponce on them, kill them then retake control and you get anouther chunk of enemy tickets off. Its best to use the ticket bleed.