Posted in: Mapping
Posted 03-05-2010 at 03:47 AM by [R-DEV]Rhino
With many players reporting balance issues with the current GPO (Game Play Objects, ie vehicle spawn settings etc) setup with Muttrah City (v2) in v0.909 and after playing a few rounds of it myself I could the balance was off and as such, I've corrected it for the v0.91 
Control Point Setup
First of all for the Flag setup, I've merged the old East and West City Centres into one City Centre flag and also fixed the fort flag radius again so its only inside the fort so players outside of the fort can't cap the flag. I've also made South City neutral on the game start and I've also moved the North City flag radius a little more to the north.



As well as that I've made it so that the USMC can't bleed the MEC out unless they capture the fort itself and only then do the MEC get a super heavy bleed. With any luck this should mean that we might get some combat in and around the fort on some games before the the MEC runs out of tickets. To compensate for this I've given the USMC 50 more tickets than the MEC since if the MEC defend the fort well they should be able to easily knock off that many tickets off the USMC when they are attacking it.
USMC Setup
For the USMC I've basically reverted back to the old setup, attack huey spawning at the start with no respawn and replaced with a cobra later in the game on a 20min spawn delay. Only thing different from .87 is that instead of having two little birds that don't respawn I've replaced them with anouther Huey that doesn't respawn and also made one of the re spawning hueys (out of two) have a max number of 2 two spawn. Also the USMC do have the vehicle depo and the logi truck that spawns once the docks is capped like before.
What USMC start with:


And What respawns/spawns later for USMC (+ the APCs, Logistics Truck and Boats):

MEC Setup
For the MEC I'm only having them start off with 4 transport trucks and one support (no gun) BRDM that all of them do not respawn. I've then put the 3 APC (down from 4) spawns, one BRDM (with gun), one UAZ and two Logistics trucks all connected to South City (which is now neutral on game start) so the MEC must cap that flag before there stuff starts spawning. All of this stuff respawns and the APCs + BRMD has a spawn delay.
What the MEC start off with (none of which respawns):

What spawns for MEC strait after South City is captured:

What is on spawn delay after South City is captured:

This setup still allows for the MEC to rush the docks with there trucks if they wish to, but critically they now can not get a firebase up at docks until they have captured south city which any rush they do pull off, unless they are really lucky or skilled will most likley be beaten off by the USMC troops landing in and with the attack huey. They will also most likely loose one of there valuable transport trucks that don't respawn in doing so. No reinforcements will really be available after the rush unless the MEC team want to risk not capturing the flags up to the docks which will not only mean they will leave an open path for the USMC but also there assets wont spawn in as quickly.
This I hope will bring the fighting away from docks at the start of the game (other than possibly a small rush) and will bring it more into the city where the map really shines and doesn't mean the MEC can crush the USMC with one feel swoop.
I hope this is what your all looking for and when I get round to doing the Muttrah City (v2.5) update I'll then consider some drastic changes other the maps gameplay layout
Control Point Setup
First of all for the Flag setup, I've merged the old East and West City Centres into one City Centre flag and also fixed the fort flag radius again so its only inside the fort so players outside of the fort can't cap the flag. I've also made South City neutral on the game start and I've also moved the North City flag radius a little more to the north.



As well as that I've made it so that the USMC can't bleed the MEC out unless they capture the fort itself and only then do the MEC get a super heavy bleed. With any luck this should mean that we might get some combat in and around the fort on some games before the the MEC runs out of tickets. To compensate for this I've given the USMC 50 more tickets than the MEC since if the MEC defend the fort well they should be able to easily knock off that many tickets off the USMC when they are attacking it.
USMC Setup
For the USMC I've basically reverted back to the old setup, attack huey spawning at the start with no respawn and replaced with a cobra later in the game on a 20min spawn delay. Only thing different from .87 is that instead of having two little birds that don't respawn I've replaced them with anouther Huey that doesn't respawn and also made one of the re spawning hueys (out of two) have a max number of 2 two spawn. Also the USMC do have the vehicle depo and the logi truck that spawns once the docks is capped like before.
What USMC start with:


And What respawns/spawns later for USMC (+ the APCs, Logistics Truck and Boats):

MEC Setup
For the MEC I'm only having them start off with 4 transport trucks and one support (no gun) BRDM that all of them do not respawn. I've then put the 3 APC (down from 4) spawns, one BRDM (with gun), one UAZ and two Logistics trucks all connected to South City (which is now neutral on game start) so the MEC must cap that flag before there stuff starts spawning. All of this stuff respawns and the APCs + BRMD has a spawn delay.
What the MEC start off with (none of which respawns):

What spawns for MEC strait after South City is captured:

What is on spawn delay after South City is captured:

This setup still allows for the MEC to rush the docks with there trucks if they wish to, but critically they now can not get a firebase up at docks until they have captured south city which any rush they do pull off, unless they are really lucky or skilled will most likley be beaten off by the USMC troops landing in and with the attack huey. They will also most likely loose one of there valuable transport trucks that don't respawn in doing so. No reinforcements will really be available after the rush unless the MEC team want to risk not capturing the flags up to the docks which will not only mean they will leave an open path for the USMC but also there assets wont spawn in as quickly.
This I hope will bring the fighting away from docks at the start of the game (other than possibly a small rush) and will bring it more into the city where the map really shines and doesn't mean the MEC can crush the USMC with one feel swoop.
I hope this is what your all looking for and when I get round to doing the Muttrah City (v2.5) update I'll then consider some drastic changes other the maps gameplay layout
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Posted 03-08-2010 at 12:28 AM by Koroush47
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Posted 03-09-2010 at 09:48 AM by NyteMyre
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Not really you have a very good reason to capture flags, for a start as the USMC your capping the flags to get the MEC further away from capturing the docks which if they do will be most likley the last of the USMC and if you capture the entire city (by capping the fort) you will automatically win the game w/e state the tickets are at.Quote:
Removing the flags will just mean people will only camp in places they can get a high k/d ratio and do nothing more.Posted 03-09-2010 at 10:02 AM by [R-DEV]Rhino
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Im on the PMC server right now and I noticed that the Cobra spawns in 5 minutes after the start. We got blown up 10 minutes later and now 30 minutes later it hasn't respawned.Quote:attack huey spawning at the start with no respawn and replaced with a cobra later in the game on a 20min spawn delay.
Is that the current 0.9 setup or something?
But it rarely comes to this. Meaning that the flags are only marking the location of where the battle is currently going on. Just like Sunset City in 0.87, capping the one and only flag had no bleed effects whatsover and it was just one big Team DeathmatchQuote:as the USMC your capping the flags to get the MEC further away from capturing the docks which if they do will be most likley the last of the USMC and if you capture the entire city (by capping the fort) you will automatically win the game w/e state the tickets are at.Posted 03-09-2010 at 07:58 PM by NyteMyre
Updated 03-09-2010 at 08:06 PM by NyteMyre -
Ye, that is the v0.909 setup, this blog is the v0.91 update.Quote:
Ye, thou on this unlike Sunset you could capture the enemies main flag to totally wipe them off the map, with sunset you couldn't which turned it into a TDM.Quote:
I will be the first to admit the current AAS system with the reward for capping the flags only comes once you get the final flag is not that grate but if you have better idea please post it in the suggestion forums.Posted 03-10-2010 at 04:36 AM by [R-DEV]Rhino
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Posted 03-22-2010 at 08:26 AM by kaufman_23
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Posted 03-22-2010 at 03:39 PM by [R-DEV]Rhino
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I think you should scrub one of the non-respawning hueys for a respawning lb
And i also think USMC needs 2 infinite respawn hueys because having one will most likely cause everyone to sit at carrier in one of those awful 2 FOB at docks situations
Good work with everything else though i will definitly enjoy thisPosted 05-23-2010 at 08:01 PM by imuhim
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Have you changed the other modes as well?
Only reason is that on infantry mode on coop (when the US don't get their attack choppers or APCs) giving the MEC APCs makes it a bit unbalanced as in my experience the AIs rarely use their AT missiles. Maybe remove them for the MEC or give the US some as well?Posted 08-07-2010 at 10:34 AM by jaawol
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Posted 09-22-2010 at 04:44 AM by Matainais[LV]







