The "30 ticket loss" script
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Dev1200
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The "30 ticket loss" script
Added default 30 ticket loss when losing a Control Point in AAS (neutralized + captured, not recapping or cap from neutral). In Skirmish it's 10 ticket loss.
What does this mean?
Does it mean that every time you lose a flag, you get 30 tickets lost? Or does it mean that once you loose a flag, you lose 30 tickets. However, you cannot lose 30 tickets over and over again if the flag keeps jumping back and forth.
What does this mean?
Does it mean that every time you lose a flag, you get 30 tickets lost? Or does it mean that once you loose a flag, you lose 30 tickets. However, you cannot lose 30 tickets over and over again if the flag keeps jumping back and forth.

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dbzao
- Retired PR Developer
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Re: The "30 ticket loss" script
Happens every time you completely lose the Control Point (it was yours and it got neutralized + captured by the enemy team). Doesn't count when it was originally neutral like start of round, it has to be previously owned by your team. Also doesn't count when you had the flag, it got neutralized and you pushed them out and got the flag back, because it was never taken by the enemy completely.
"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
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Zyco187
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Re: The "30 ticket loss" script
OUCH thats a hefty loss
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Farks
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Re: The "30 ticket loss" script
Problary the best update in this release. I've personally been wanting something like this for a long time.
It should put the actual winning-losing emphasis on strategy with attack and defense, rather than just killing enemies. And combined with the ticket loss for getting wounded, it means that vehicle losses will no longer be the biggest sin towards tickets.
It should put the actual winning-losing emphasis on strategy with attack and defense, rather than just killing enemies. And combined with the ticket loss for getting wounded, it means that vehicle losses will no longer be the biggest sin towards tickets.
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Conman51
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Re: The "30 ticket loss" script
agreed, but maybe starting tickets should be increased by maybe 50, because this along with the -1 ticket for critically wounded i think will be shortening game times a little too muchFarks wrote:Problary the best update in this release. I've personally been wanting something like this for a long time.
It should put the actual winning-losing emphasis on strategy with attack and defense, rather than just killing enemies. And combined with the ticket loss for getting wounded, it means that vehicle losses will no longer be the biggest sin towards tickets.
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dtacs
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Re: The "30 ticket loss" script
Agreed, its great to see that attacking is now a viable option which isn't on a knife edge between success and failure. Plus people show their true colors and ability when attacking, defending is the easy way out anyway.Farks wrote:Problary the best update in this release. I've personally been wanting something like this for a long time.
It should put the actual winning-losing emphasis on strategy with attack and defense, rather than just killing enemies. And combined with the ticket loss for getting wounded, it means that vehicle losses will no longer be the biggest sin towards tickets.
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Tim270
- PR:BF2 Developer
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=Toasted=
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Re: The "30 ticket loss" script
Some maps ticket ratios may have to be adjusted, but I like this change. It will set the importance of defending a flag even higher. (Something that seems to get neglected alot).
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joethepro36
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Re: The "30 ticket loss" script
Exactly my thoughts. This is perhaps the single best change in the new version, rewarding the aggressive capping of flags as it should be. Now gameplay will both NEED a squad to defend flags and NEED people to launch proper attacks with correct mopping up, use of armour/air support etc.Yep, big thumbs up for this change. Flags finally have meaning!
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Lange
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Re: The "30 ticket loss" script
Agree with you guys, this change makes defense actually have meaning now often just teams always attack but often defending is not on peoples minds a lot of the time in public games. Also the huge lack of regard for your soldiers life in PR often happens dying careless so loosing tickets when your too aggressive is a great idea to me. The ticket loss for wounded is a nice change as well.
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cyberzomby
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Re: The "30 ticket loss" script
EXACTLY! Very Very cool! Was hoping for something like this to come to PRTim270 wrote:Yep, big thumbs up for this change. Flags finally have meaning!
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Skull
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Re: The "30 ticket loss" script
hi,
im sorry that i have to be sarcastic, but - if i understood it correctly - the team that takes more flags at the beginning of the round, has a big disadvantage, because they can lose more flags, means more tickets - unless they outcap the enemy ofc.
for example muttrah: mec arent aware if this and cap the up to nc with trans trucks, but only build one or two firebases in that time. us are aware of that fact, gather at docks and start a united attack, that mec cant do much against because they didnt have the time to fortify 2+ flags. in that case us could most likely push at least towards cc, which would make the ticket loss because of menpower mostly equal, but mec lost 30+30 tickets for the two flags.
i hope there is some flaw in that thinking. when answering dont say whats wrong about that special muttra situation, im just trying to make a point, that you can wait for the enemy to take a flag, just to recapture it.
regards,
skull
im sorry that i have to be sarcastic, but - if i understood it correctly - the team that takes more flags at the beginning of the round, has a big disadvantage, because they can lose more flags, means more tickets - unless they outcap the enemy ofc.
for example muttrah: mec arent aware if this and cap the up to nc with trans trucks, but only build one or two firebases in that time. us are aware of that fact, gather at docks and start a united attack, that mec cant do much against because they didnt have the time to fortify 2+ flags. in that case us could most likely push at least towards cc, which would make the ticket loss because of menpower mostly equal, but mec lost 30+30 tickets for the two flags.
i hope there is some flaw in that thinking. when answering dont say whats wrong about that special muttra situation, im just trying to make a point, that you can wait for the enemy to take a flag, just to recapture it.
regards,
skull

Pain is Temporary, Pride stays forever. - Unknown
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Spec
- Retired PR Developer
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Re: The "30 ticket loss" script
Well, guess that means the MEC should be acting slower. You have a point, but it's possible to adapt to that by just making sure that there's always a strong defense on the current objective.
Maybe next version, if a team starts out with more flags than the other, they lose less tickets if one of them gets captured, if this really turns out to be a problematic issue.
Maybe next version, if a team starts out with more flags than the other, they lose less tickets if one of them gets captured, if this really turns out to be a problematic issue.
Last edited by Spec on 2010-10-10 10:14, edited 1 time in total.
Reason: wtf did I write o.o
Reason: wtf did I write o.o

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dbzao
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Re: The "30 ticket loss" script
Come on guys, we of course increased tickets on maps by some amount to counter these new ticket losses, but we might get a few that do end too fast or not, and we will adjust accordingly if needed. No way to tell how much without playing a full game.
"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
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LITOralis.nMd
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Re: The "30 ticket loss" script
It's a cool game concept.
It will have a multiplier effect when one team is stacked though.
Wildly unpredictable as to it's effects on any given server,
however I can guess the spawn times for heavy assets might need to be adjusted, as used above for the muttrah example... the BTRs do not spawn in time for MEC to defend City Center if the USMC side regularly starts rushing CC to gain the 30 points on the Rush.
On servers with less than proficient teams, Muttrah could end up turtling across the big east<->west road between CC and NC...
On Yamalia I reckon neither team will want to be first to capture the island flags under any circumstances.30 tickets lost on first island flag loss + double infantry ticket loss + losses to counter attack to regain flag = fail. Or... TK anyone within flag radius and wait for the other dumb team to capture it first then zerg rush opfor immediately before they set up defenses = big win. Will create higher highs in gaming experience, shorten rounds considerably... but also cause incompetent teams to look especially bad when they start turtling.
On Kozelsk... can Militia recapture a flag now? I'm confused.
It will have a multiplier effect when one team is stacked though.
Wildly unpredictable as to it's effects on any given server,
however I can guess the spawn times for heavy assets might need to be adjusted, as used above for the muttrah example... the BTRs do not spawn in time for MEC to defend City Center if the USMC side regularly starts rushing CC to gain the 30 points on the Rush.
On servers with less than proficient teams, Muttrah could end up turtling across the big east<->west road between CC and NC...
On Yamalia I reckon neither team will want to be first to capture the island flags under any circumstances.30 tickets lost on first island flag loss + double infantry ticket loss + losses to counter attack to regain flag = fail. Or... TK anyone within flag radius and wait for the other dumb team to capture it first then zerg rush opfor immediately before they set up defenses = big win. Will create higher highs in gaming experience, shorten rounds considerably... but also cause incompetent teams to look especially bad when they start turtling.
On Kozelsk... can Militia recapture a flag now? I'm confused.
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Dev1200
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Re: The "30 ticket loss" script
Thanks, please lock. Was just making sure[R-DEV]dbzao wrote:Happens every time you completely lose the Control Point (it was yours and it got neutralized + captured by the enemy team). Doesn't count when it was originally neutral like start of round, it has to be previously owned by your team. Also doesn't count when you had the flag, it got neutralized and you pushed them out and got the flag back, because it was never taken by the enemy completely.

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BloodBane611
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