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Capturing Flags
Posted: 2010-04-08 19:02
by Fungwu
I think it would make sense to change flags so that you can only take control once you have built a FOB on the flag. By clearing out enemies you could make it neutral the same as now, but to capture the flag for your side there would have to be a friendly constructed FOB somewhere in the cap radius.
Re: Capturing Flags
Posted: 2010-04-08 21:11
by Adriaan
This sounds like a very nice idea! Stimulating the building of FOBs and deployables and actually defending them

Re: Capturing Flags
Posted: 2010-04-08 21:24
by rampo
This would just make finding FOBs too easy
Re: Capturing Flags
Posted: 2010-04-08 21:47
by snooggums
I think the game play you are going for with this suggestion is represented as the C&C game mode, where FoBs are the objective. For AAS there is no reward for taking a flag until the last, and it is hard enough to cap out the other team except in the few cases where it would be too easy for them to cap out the team that gets capped out now (US on Muttrah).
Re: Capturing Flags
Posted: 2010-04-08 21:49
by Zrix
It would require that all that flags are accessible for supply trucks, which would in the current version make some "infantry flags" very awkward to capture if the truck has to play tree-pinball for 10 min just to get there.
Re: Capturing Flags
Posted: 2010-04-09 02:52
by Kim Jong ill
Guys I wouldn't kill this idea simply on the premise that it's a resuggestion, because the thread linked is from late 2008 and a lot has changed since then. IMO It would be best just to see how this plays out this time round.
Re: Capturing Flags
Posted: 2010-04-09 03:08
by badmojo420
Maybe set it up so it spawns a foundation when the flag is capped. Then code it so you can't cap the next flag unless the FOB is built. And if the flag is capped, the FOB turns into the other teams foundation, so it's still area control. Not just a mad rush for a radio.
It wouldn't work on every map. But it sounds fun.
Re: Capturing Flags
Posted: 2010-04-09 11:12
by killonsight95
badmojo420 wrote:Maybe set it up so it spawns a foundation when the flag is capped. Then code it so you can't cap the next flag unless the FOB is built. And if the flag is capped, the FOB turns into the other teams foundation, so it's still area control. Not just a mad rush for a radio.
It wouldn't work on every map. But it sounds fun.
no this would turn flags into spawn points like vBF2 keep it the way it is atm
Re: Capturing Flags
Posted: 2010-04-09 19:59
by badmojo420
It would be more like the flag and FOB depend on each other. If you let your FOB go down, the flag will surely follow. Or if you let the flag go down, the fob automatically follows. With 200m flag radius compared to the 5m or so that vbf2 uses, it wouldn't end up being the same as vbf2. Spawns could still be overrun, so your not going to be capping the flag while people are spawning in, like happens in vbf2. It would simpy slow down the team and force them to build up some defense before moving onto the next flag.
Re: Capturing Flags
Posted: 2010-04-09 20:02
by CodeRedFox
Before you guys bash his idea, personal I think its a interesting idea. Rules and gameplay you have to be changed but making it for a asset instead of a few player are required to cap a spawn points is kinda of a cool idea.
Re: Capturing Flags
Posted: 2010-04-09 20:24
by killonsight95
this idea would be useful (now that i'ma sober) for main bases and actual forts on a map then this would provide an actual fort like area????
Re: Capturing Flags
Posted: 2010-04-09 23:30
by badmojo420
I just dislike being able to build the FOB anywhere you want. For some maps it would just turn into a FOB hunting mission. That's why i suggested a system using a central location that everyone knows. It would also suck to have to destroy an FOB that was virtually impossible to access. Like in a cave, on a rooftop, etc.
Perhaps the flag FOB could be symbolic and not even allow spawning. And not count towards the total FOBs you're allowed. That way you could capture the flag, build the fob & setup defenses while another squad builds a normal fob somewhere close but hidden.
This would bring in some logic to the idea of controlling an area. No more could a squad hide under a rock somewhere and hold a flag. They would be forced to go on defense and protect the flag FOB.
Re: Capturing Flags
Posted: 2010-04-10 04:22
by Stoic Sentinel
Isn't FOB hunting what CnC is all about?
But to be honest, I like it.
Re: Capturing Flags
Posted: 2010-04-10 23:08
by alberto_di_gio
Like the idea of involving FOBs to flag capture/defend but I prefer them to play supporting role rather than a MUST role. First of all number of FOBs are already limited (although until now I did not see all of them are used at the same time). Secondly it may not be possible to build an FOB all the time.
May be we can make FOBs help protecting flags against capture. For example if there is an enemy FOB in the capture range you can't capture it before destroying it. I would like to have that.
Re: Capturing Flags
Posted: 2010-04-10 23:15
by ludwag
I love the idea. You don't really control an area before you have an outpost or a base there. But in some maps you do. Like in infantry maps that is out in the forest. But in huge maps like Yamalia, Kashan and Quinling I think you should need to have a FOB inside cap radius to be able to cap it. And it would be a more stabile frontline and the game would be more open for manouvers. But it would require a new game mode. A 5. game-mode to be added. Because some maps really don't need this.
Re: Capturing Flags
Posted: 2010-04-11 16:23
by killonsight95
badmojo420 wrote:I just dislike being able to build the FOB anywhere you want. For some maps it would just turn into a FOB hunting mission. That's why i suggested a system using a central location that everyone knows. It would also suck to have to destroy an FOB that was virtually impossible to access. Like in a cave, on a rooftop, etc.
Perhaps the flag FOB could be symbolic and not even allow spawning. And not count towards the total FOBs you're allowed. That way you could capture the flag, build the fob & setup defenses while another squad builds a normal fob somewhere close but hidden.
This would bring in some logic to the idea of controlling an area. No more could a squad hide under a rock somewhere and hold a flag. They would be forced to go on defense and protect the flag FOB.
what would be cool is if the firebases randomly spawn when you got the flag white within a 50 meter radius of the flag (depending on flags) so tis not always in da same place. and make it so you can only place a few foxholes and wire no 50.cals (maybe 1) and no TOW's.
this would encourage the building of another FOB within the area for protection
Re: Capturing Flags
Posted: 2010-04-11 16:57
by BroCop
Well a better idea would be as to make it a completely new game mode (or something in the lines of AAS#) so that maps shouldnt need to be drastically changed for an truck to get to the CP
Re: Capturing Flags
Posted: 2010-04-11 16:59
by killonsight95
no need a for truck if the FOB spawns rnaodmly when flag goes white like i suggested
Re: Capturing Flags
Posted: 2010-04-11 22:05
by BroCop
Either way it should be a separate game mode