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Muttrah City (v2) v0.91 GPO Update
Posted in: Mapping
Posted 03-05-2010 at 02:47 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
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Comments
Total Comments: 40
  1. Old Comment
    [R-DEV]Rudd's Avatar
    Maybe the city center should be a bigger flag? theres a significant part of the city that isn't in play apart from if there are firebases there as a result.

    Even if teh capzone strays in to the water, I think it should be bigger.

    But as always Rhino, your work is great, and I'm looking forward to seeing it.
    permalink
    Posted 03-05-2010 at 04:01 AM by [R-DEV]Rudd [R-DEV]Rudd is offline
  2. Old Comment
    [R-DEV]Rhino's Avatar
    Ye, the problem with making it bigger than it already is it is goes a lot into the water but worse than that it also goes into the hills etc where I want the fight to really be in the city for the flag. Its already in the hills a tiny bit as it is hehe. These areas will still come into play, not only from firebases etc but each team has to cross though these parts of the city in order to get to the next objective which dose lead to combat there

    Really the single Centre City flag is a test, hoping that it will allow the fight to move faster into South City etc but if it dose or doesn't work out I can always change it in the 2.5 update
    permalink
    Posted 03-05-2010 at 04:07 AM by [R-DEV]Rhino [R-DEV]Rhino is offline
  3. Old Comment
    cyberzomby's Avatar
    Cool changes Especially the city flags. It usually bogs down there.
    permalink
    Posted 03-05-2010 at 04:27 AM by cyberzomby cyberzomby is offline
  4. Old Comment
    Kain888's Avatar
    Brilliant changes - good to see that map is getting fixed.
    permalink
    Posted 03-05-2010 at 04:35 AM by Kain888 Kain888 is offline
  5. Old Comment
    Himalde's Avatar
    USMC needs infantry spawnpoints at the docs if not the mec rush would still be too powerful.

    + maybe two trucks at docks in the beginning get a chance to do do the same rushes as the MEC does every time. The choppers just take too long to get in the air.
    permalink
    Posted 03-05-2010 at 05:07 AM by Himalde Himalde is offline
  6. Old Comment
    [R-DEV]Rhino's Avatar
    Quote:
    Originally Posted by Himalde View Comment
    USMC needs infantry spawnpoints at the docs if not the mec rush would still be too powerful.

    + maybe two trucks at docks in the beginning get a chance to do do the same rushes as the MEC does every time. The choppers just take too long to get in the air.
    and spawn point at docks would completely ruin the feeling of flying into battle etc and you can always have one or two choppers fly beyond docks to North City etc to dig in there.
    permalink
    Posted 03-05-2010 at 05:37 AM by [R-DEV]Rhino [R-DEV]Rhino is offline
  7. Old Comment
    All good but taking out the LBs, the LBs are a great part of Muttrah as it was, precise insertions of squads on rooftops were one of the most awsome things there was, I know most of the time the LBs would go down rather quickly but I´ve allways managed to keep them round out and having a special squad moving from place to place with them, it´s all about being cautious.

    Maybe you could keep one of them atleast for the people who know how to use it and want that fast insertion squad play?
    permalink
    Posted 03-05-2010 at 05:54 AM by Misho Misho is offline
  8. Old Comment
    [R-DEV]Rhino's Avatar
    Ye, I was tempted to put the little birds back on the map simply because they have a much shorter warm up time and as such you can get to docks faster at the start of the round with them but the big problem about them is its unrealistic for the USMC to use little birds since they are a US Army helicopter

    I just had the story line in the past that the US Army lent some LBs for the invasion but ye
    permalink
    Posted 03-05-2010 at 05:56 AM by [R-DEV]Rhino [R-DEV]Rhino is offline
  9. Old Comment
    Looks like usmc has a fighting chance now.
    Can't wait to play this updated verson!
    If you were to add a lb I would scrub the hydra Huey and use a lb with mini guns. (without hydras)
    permalink
    Posted 03-05-2010 at 06:29 AM by AgentMongoose AgentMongoose is offline
  10. Old Comment
    R.I.P. Littlebirds on Muttrah. It has been fun.
    permalink
    Posted 03-05-2010 at 06:30 AM by Kirra Kirra is offline
 

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