Ability to choose the point of Attack

Suggestions from our community members for PR:BF2. Read the stickies before posting.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Ability to choose the point of Attack

Post by ytman »

This idea resulted from preperation for TGs (since done) Jabal2 IHSScrim, during which I looked over real life examples of amphibious operations.

As PR is tending to larger maps (16 square kilometers), this suggestion is aimed more at these maps which are being made by the community/devs.

Suggestion: For maps that focus around an Amphibious Assault layout (in which majority of the map is occupied by the defending force) I suggest allowing the attacking team's first CP be picked by them.

A means of achieving this would be a predefined CP system of mulitple flags that upon the capture of one point all others vanish and the CP layout will move forward to the next CP.

Reasoning: One facet of the ampibious assault is the ability to pick a point of landing that the enemy is unaware of. By allowing multiple 1st CPs you allow the attacking force to divert the enemy forces on CPs you have no intent of actually landing on. However, once you do make landfall you are stuck with that decision.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Ability to choose the point of Attack

Post by Rudd »

I dunno if thats possible tbh since i'm not a coder, I made a 'multiple paths to victory' suggestion ages and ages ago, which is this with different wording. But I agree that it would be interesting :)
Image
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Ability to choose the point of Attack

Post by killonsight95 »

just have a series of first flags that can be capped first and then the rest of the flags are as normal but once you've captured one you should still be able to capture others, as in real life. But maybe after capping the first flag you need to move onto the second flag befre being able to cap the next beach flag just like a beach head ish operation.
Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: Ability to choose the point of Attack

Post by Operator009 »

How about just making the first flag visible to only the the landing team, set to a random location of the flags every round? They would, of course, become visible when capped.

Is that enough of a work around from a coder perspective?
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Ability to choose the point of Attack

Post by Arnoldio »

First, this thread.

https://www.realitymod.com/forum/f18-pr ... apped.html

I believe this is a compromise between each team seeing only one flag ahead wich would be the hardcore option, versus normal as we have now.

Im up for any of those suggestion in this or the other thread because now its a bit too vanilla.
Image


Orgies beat masturbation hands down. - Staker
drs79
Posts: 401
Joined: 2008-07-07 15:40

Re: Ability to choose the point of Attack

Post by drs79 »

What about a extended dome of death for a short period of time at a beginning of a round.

Example: Muttrah 64; The MEC side would not be able to rush the eastern side of the docks flag at the start of the round (they could in theory still stay on the flag but not past the warehouse), maybe the same thing for opening flags on Jabal or Jabal2?

Then after the flag is capped or if it is in fact in play the dome of death restriction is lifted.

^ I understand how this can come off as being micromanaging, not my intention.
NYR
NYS EMT-B - Working in Yonkers NY which is a mix of Camden and Baltimore
TMFD Volunteer Firefighter
New York State Certified Hazardous Materials Technician
http://www.tmfd.org
Image[/CENTER]
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Ability to choose the point of Attack

Post by Rudd »

iirc Rhino said that DoDs cannot be changed dynamically, they can technically but you don't get the message in a dynamic DoD.
Image
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Ability to choose the point of Attack

Post by SGT.Ice »

So then we're kind of looking at a tier/trickle down system for assaulting if I understand correctly? I like it.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Ability to choose the point of Attack

Post by Bringerof_D »

drs79 wrote:What about a extended dome of death for a short period of time at a beginning of a round.

Example: Muttrah 64; The MEC side would not be able to rush the eastern side of the docks flag at the start of the round (they could in theory still stay on the flag but not past the warehouse), maybe the same thing for opening flags on Jabal or Jabal2?

Then after the flag is capped or if it is in fact in play the dome of death restriction is lifted.

^ I understand how this can come off as being micromanaging, not my intention.
problem with this is, shouldnt the city of muttrah have been under MEC control prior to the attack? in which case would it not be perfectly realistic that they post guards which upon spotting incoming choppers on the radar call for support? of course this is a Gameplay > reality arguement.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Ability to choose the point of Attack

Post by Rudd »

Bringerof_D wrote:problem with this is, shouldnt the city of muttrah have been under MEC control prior to the attack? in which case would it not be perfectly realistic that they post guards which upon spotting incoming choppers on the radar call for support? of course this is a Gameplay > reality arguement.
well its not inconceivable that the local MEC garrison was taken by suprise by the American landing, the local garrison being housed at the old fort, which also explains why their APCs werent ready to go immediately; not to mention its alot of ground to cover since its a whole city.
Image
Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: Ability to choose the point of Attack

Post by Operator009 »

Jonny wrote:It fails to solve it completely - when you get pushed back you cannot make a new beachhead somewhere else and are forced to attack a heavily defended section of beach repeatedly. There is no possibility of going around the enemy.

Correct me if I'm wrong, but isn't it usually a victory for a defending team when they have pushed the invading enemy beyond their original beach head?
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Ability to choose the point of Attack

Post by ytman »

Here is a graphic portraying the idea suggested.

Perhaps such a system could be similar to placing those new Bridges. You have given a large amount of predefined set up points for an assault and given certain requirements a force can build a Staging Base there (but limit only 1 per map).

Then this would activate the CP and allow for the capping of the remainder of CPs in the given order.

-----

I'd also like to point out that Muttrah2 is not mentioned in the suggestion as it is an entirely linear map that of which barely half is ever fought over making it way too small for the suggestion.

Also the idea here is that you only get one chance to stage the amphibious assault. If you are forced off the island its game over.
You do not have the required permissions to view the files attached to this post.
Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: Ability to choose the point of Attack

Post by Imchicken1 »

At first, it seemed like it would be an extremely exploitable system. But once you mentioned the CSB... That would be a great system for PR. Perhaps construct a FB on a certain location (like the CSB's have to be dropped on a certain pile of dirt), and then that activates the CP like said before?

It would requiere alot of communication for the assulting team, agreeing on which CP to attack. There could still possibly be "rush's" on the certain buildable area's by the defenders, but it would be alot more chance to stumble upon the point the assulting team chose. That, or the defenders would be alot more spread out searching the points
Image

I won't cluck for you
PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Ability to choose the point of Attack

Post by PatrickLA_CA »

Well that can work this way if possible in BF2 engine, on start of map, there are eg. 3 points to attack and every player on that team chooses one of them by voting for the same, and whichever has the most votes is the one that should be attack, if possible with the engine though.
Wakain
Posts: 1159
Joined: 2009-11-23 21:58

Re: Ability to choose the point of Attack

Post by Wakain »

with this implemented the possibility of containing and bypassing enemy forces could arise, and assaulting forces could fully use their momentum to capture weakly defended cp's further inland to which the defenders of other cps couldn't fallback to in time, instead opf having to bother with a few other coastal cp's on the other side of the map.

interesting thought!
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Ability to choose the point of Attack

Post by snooggums »

Although you can't change flags can't you start with flags and then change their ability to be recaptured, like in the old counter assault mode?

Using ytman's example, but smaller:
At round start there are three beach flags that the US can cap on the north side of the map:
Docks
North Rock
Airport

There are two additional random flags and then the Chinese main.

At round start the three beach flags can only be capped by the US. They mount an assault and take a single flag, at which point the other two beachhead points are removed from play (either auto US or icons removed). The nearest of the two additional flag becomes the next flag in play and the game continues from there.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Ability to choose the point of Attack

Post by Celestial1 »

The only problem I see with the above is that the multitude of flags will clutter the map.

Either a workaround to make unimportant flags disappear is in order, or the flag icons & text would have to be removed (so that the orange/purple markers would be the only things showing).

IMO, some sort of system like this would be great to create more dynamic and more logical flag orders.
(I'm still for the life of me trying to figure out why some of the flag orders are how they are; eg On Barracuda, if the final objective for the USMC is the Missile Silo, why wouldn't they fight from Docks to Silo, cutting down the effort required...)
Post Reply

Return to “PR:BF2 Suggestions”