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Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 04:43
by Shaihuluid
Okay, this Idea has evolved out of the "ultimate social experiment" thread in suggestions, but the concept is too expansive to be contained just there IMO. The basic Idea I'm suggesting is that while players can't possibly be able to play 24/7, we can still play a one big game. We just need to break it up into several rounds.Doing this would not only make a semi-persistant map playable, it would also allow wargame-style tactical factors to come into play.

A key point of this suggestion is that when gameplay is not currently occuring, commanders can alter the map drastically from it's original setting. Moderators simply edit the map and then put it up for password-locked download

what I'm suggesting:
A large 1000 ticket community match; any Large map with drastically altered rules for vehicle respawns, objectives, and infantry weapon counts. The map would be handled as one large campaign, with tactial commanders appointed to make decisions for each team.

Some important alterations to bear in mind before I go into depth:
1.Gamepay cycles between "Action", and on "hold" phases. After each Action, the map is altered to reflect tactical changes by a moderator. A new verision of the map is put up for password-locked download, password for the map released on the day of the match. Team commanders may also perform a variety of tactical manuevers during this cycle.

2. Each side relys on a limited # of "resources" to buy Specialized kits/vehicles that will be included in combat. these "resources" would function in game terms like currency. Each side would gain a set amount of this per/ Hold phase, but more can be gained if tactical positions are held by friendly forces at the end of action phases

3. After each action phase, a "frontline" (think COH) reflecting the maximum extent of each factions control over the map is drawn for commander use. Areas behind the frontline would be open for construction of FOB's, HMG's, Rally points, and etc...
--------------------------------------------------------------

What a single phase of action/hold would look like (ideally under 1000 tickets there would be 5 of these total, winner at the end is the team w/ most objectives taken; tickets in the case of a tie)

A) Before the map starts, Team Commanders choose vital strategic "positions" from several areas on the map pre-set by moderators, they also choose the vehicle/equipment composition of their forces. Initial Frontlines are determined as a result of a linear line between these. between Gameplay then begins

A) map goes on "hold" after predetermined time. Operations cease during this time and ticket counts are saved, as well as "frontlines" of the two forces in accordance with forces on the ground

B) During "hold" time Commanding officers on both sides make strategic decisions regarding equipment (request vehicles/special kits, each costing "income"), and are allowed to place defenses/build structures. in accordance with frontlines. Additionally, they are allowed to pre-order artillery bombardments/airstrikes and paradrops. Vehicles may also be positioned on the frontlines. Bonuses in resources are given for holding strategic positions.

C) A moderator upgrades the map to include all these tactical changes, and sets it up on the PR forums for download. It's password-locked.

D) On the set day for the map to "unlock", gameplay continues.
A sample map
Image
A sample list of events/equipment that may be bought via resources:

FOB x1
HMG x1 (requires FOB)
TOW x1 (requires FOB)
Foxhole x1 (requires FOB)
Paradrop x1 (AKA silent Eagle mobile spawn-in; It acts as a airborne rally for a squad and disappears after the squad has all spawned in)
Arty strike x1 (may be pre-arranged to fire at set time into the map if commander desires)
UAV x1
MBT x1
APC x1
Scout Car x1
Etc...
Yeah, it's overly ambitious and ridiculously expansive. But what the heck; I thought I'd thow it out as a kind of alternative campaign mode for PR.

Now, go shoot the idea down,I just like farming out ideas :p

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 04:46
by Sidewinder Zulu
I highly doubt it's possible, but it sounds awesome.

PR2? :p

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 04:58
by Shaihuluid
Sidewinder Zulu wrote:I highly doubt it's possible, but it sounds awesome.

PR2? :p
Heh, agreed. :razz:

Still, I'd settle for a version without the buying mumbo-jumbo and just having mods place rallies and kits on the map where a particular squads last position was so they could continue where they left off. It would make a neat community event.

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 08:09
by AfterDune
You stole my word, semi-persistent :p .

Editing the map in "hold" time, isn't the right thing to do I think. Nobody is interested in continueing a round after a couple of days, where the majority of players isn't even there, so in the end will just feel like a new round, not a "part 2"?

I'll think about some stuff, got some ideas in my head, but need to find a pen and paper and draw it :D .

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 11:19
by CallousDisregard
I have heard people talk about "lightmapping" a map, a process that this guy saaid took over 24 hours of computing time so I was wondering is it possible to edit a map in any real way in a reasonable amount of time ?
But even if it is not possible I think the idea can still work if you can edit the team's loadouts in a hour or less and that would allow you to "change" maps based on the previous map's outcome.
Fool's Road and the British armor is one example, if they don't win or at least reach a certain point on the previous map it affects their loadout, ie: all unarmed Landies up to or beyond the currrent vehicle loadout.

I think this is a great idea.

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 11:59
by AfterDune
I was drawing some random things on paper and came up with the following. I had the word "frontlines" in mind and imagined pictures of PR frontlines.

Image

Gray = Neutral
Blue = BLUFOR
Red = OPFOR

The idea is, the map is divided into areas. Each area has a "flag" and can be captured. Both teams have a main base (uncappable or not...?). A team can ONLY capture flags that are adjacent to one of their own flags.

You can attach all the rules in the world to it, but I think the above would be the basics (for me anyways) to simulate frontlines in PR and with that, create a "world" that is constantly changing.

A random idea that could change the course of events: get rid of a true "main base", but instead have a "main FOB". You can build multiple FOB's, but only one of them can be the "main FOB". Every hour, the commander can turn another FOB into the "main FOB". Call it HQ for all I care :p .

This could easily be a semi-persistent world, 'cause the main FOB's don't need to be on the same location all the time (if that rule is applied) and frontlines are also "continuously" moving.



I could go on and on.. :p .

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 12:26
by sylent/shooter
So kind of like Frontlines Fuel of war, if anyone has played it. I think it would be interesting to try in the Tournament first

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 13:09
by killonsight95
agreed^
to work this needs dedication maybe the tourny team can arrange a event like this half-way through C9

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 16:46
by CallousDisregard
'[R-DEV wrote:AfterDune;1283133']I was drawing some random things on paper and came up with the following. I had the word "frontlines" in mind and imagined pictures of PR frontlines.

Image

Gray = Neutral
Blue = BLUFOR
Red = OPFOR

The idea is, the map is divided into areas. Each area has a "flag" and can be captured. Both teams have a main base (uncappable or not...?). A team can ONLY capture flags that are adjacent to one of their own flags.

You can attach all the rules in the world to it, but I think the above would be the basics (for me anyways) to simulate frontlines in PR and with that, create a "world" that is constantly changing.

A random idea that could change the course of events: get rid of a true "main base", but instead have a "main FOB". You can build multiple FOB's, but only one of them can be the "main FOB". Every hour, the commander can turn another FOB into the "main FOB". Call it HQ for all I care :p .

This could easily be a semi-persistent world, 'cause the main FOB's don't need to be on the same location all the time (if that rule is applied) and frontlines are also "continuously" moving.



I could go on and on.. :p .
I have 2 quick questions then.
How hard/time consuming would it be to put in 500+ flags onto a map ?
Would that many flags affect lag ?
I'm not a mapper but what you have suggested sounds like the perfect answer because it really does you give a lot variables to base the next map on.

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 16:58
by AfterDune
500 flags? That's an awful lot, lol :D . Way too many.
And... this thing (to me anyways) isn't about deciding the next map, it's to keep playing the map you're playing, hence the "persistent" :) .

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 17:02
by killonsight95
CallousDisregard wrote:I have 2 quick questions then.
How hard/time consuming would it be to put in 500+ flags onto a map ?
Would that many flags affect lag ?
I'm not a mapper but what you have suggested sounds like the perfect answer because it really does you give a lot variables to base the next map on.
placing a flag takes like 1-2 mins
considering map sizes i would think maybe a 4x4 map would use possible 15-20 flags

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 17:21
by Shaihuluid
[quote=""'[R-DEV"]AfterDune;1283034']You stole my word, semi-persistent :p .

Editing the map in "hold" time, isn't the right thing to do I think. Nobody is interested in continueing a round after a couple of days, where the majority of players isn't even there, so in the end will just feel like a new round, not a "part 2"?

I'll think about some stuff, got some ideas in my head, but need to find a pen and paper and draw it :D .[/quote]

How did you know!? :p
yeah, you're probably right about the player count issues. However, it would be neat to allow commanders to make alterations to the map before gameplay starts
'[R-DEV wrote:AfterDune;1283133']I was drawing some random things on paper and came up with the following. I had the word "frontlines" in mind and imagined pictures of PR frontlines.

Image

Gray = Neutral
Blue = BLUFOR
Red = OPFOR

The idea is, the map is divided into areas. Each area has a "flag" and can be captured. Both teams have a main base (uncappable or not...?). A team can ONLY capture flags that are adjacent to one of their own flags.

You can attach all the rules in the world to it, but I think the above would be the basics (for me anyways) to simulate frontlines in PR and with that, create a "world" that is constantly changing.

A random idea that could change the course of events: get rid of a true "main base", but instead have a "main FOB". You can build multiple FOB's, but only one of them can be the "main FOB". Every hour, the commander can turn another FOB into the "main FOB". Call it HQ for all I care :p .

This could easily be a semi-persistent world, 'cause the main FOB's don't need to be on the same location all the time (if that rule is applied) and frontlines are also "continuously" moving.



I could go on and on.. :p .
I think this is here is a cool and workable idea; but It could just translate into a lot of walking and waiting for players. "frontline" squares should be much easier to cap than normal flags. Not only that, but the opposing team should not be able to see enemy frontlines that have been captured unless they physically set forces inside the territory.

[quote="CallousDisregard""]I have 2 quick questions then.
How hard/time consuming would it be to put in 500+ flags onto a map ?
Would that many flags affect lag ?
I'm not a mapper but what you have suggested sounds like the perfect answer because it really does you give a lot variables to base the next map on.[/quote]

have a code that only creates the first 10-odd flags next in line for capping (EG: first in line, and second), and is constantly updating itself. That's all you'd need.

EG:Image

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 17:32
by killonsight95
Shaihuluid wrote: Image
minesweeper anyone?
good idea though and i would lvoe to have this as a new "mode" called "frontlines minesweeper ver1.2"

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-02 20:44
by rushn
killonsight95 wrote:minesweeper anyone?
good idea though and i would lvoe to have this as a new "mode" called "frontlines minesweeper ver1.2"
thats the first thing that came to my mind :)

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-03 10:20
by Fishbone
Possible additions to the map of AfterDune:
  • spawn points are disabled/do not work when they are located in an area of which the adjacent areas are held by the enemy
  • you cannot set up spawn points behind enemy lines
  • teams need to protect their supply line (linked areas) towards flag objectives or main base
  • surrounding a strong defensive position is effective as the defenders can no longer spawn back in
  • if an area is surrounded by the enemy but the area contains an objective flag then any spawnpoints within the area will continue to work for X minutes

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-03 20:54
by rushn
Fishbone wrote:Possible additions to the map of AfterDune:
  • spawn points are disabled/do not work when they are located in an area of which the adjacent areas are held by the enemy
  • you cannot set up spawn points behind enemy lines
  • teams need to protect their supply line (linked areas) towards flag objectives or main base
  • surrounding a strong defensive position is effective as the defenders can no longer spawn back in
  • if an area is surrounded by the enemy but the area contains an objective flag then any spawnpoints within the area will continue to work for X minutes
how about if the area is surrounded friendly units must be in that area to keep it on their team and if they move out then it turns gray

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-04 08:04
by General Fuct
Having a flag/cap per grid square is an awesome idea, just by being there you are capping...could make for some VERY interesting battles.

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-04 10:04
by cyberzomby
Something like Dune's suggestion has come up before. He had it worked out a lot as well. I cant remember the name tho.

BUT! just like than, I would like to see something like this. It makes for realistic front lines and might make for some interesting tactics. Much like a real army advancing trough an area instead of taking those lose points like a hill or something. With something like this you can decide where to halt the advance and dig in, and advance another flank.

A bit like a modded C&C game mode.

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-04 23:26
by Shaihuluid
The addition of frontlines would make for some interesting tactical situations...

but at the same time it might make effective surprise impossible due to the fact that squads can always be found based on the position of the frontline. There needs to be some practical way to work around this, otherwise it's not going to be very realistic...

Re: Semi-persistant map Variant: "Turn-based PR"

Posted: 2010-03-05 01:30
by anglomanii
i really quite like the front lines idea, it remindes me a bit of the board game "GO".
i do think this "mode" requires further investigation i think it has merrit. you could possibly link the amount of control points to a pool of "supply" for assets that the commander has acces to?

i would love to have a chat about this one over mumble one day.