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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#41 |
![]() Join Date: Oct 2006
Location: Trondheim, Norway
Posts: 2,783
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-I think you're just trying to make two wrongs a right here. The issues brought up in this thread are due to the focus on flags themselves and adding more importance to the flags simply exacerbates the issues, it doesn't deal with them. Additionally, it also slants the advantage decidedly in favor of the offensive team, possibly making it practically impossible for a team that's been pushed back to regain control. By giving people more of a reason to attack these small, singular objectives with no intrinsic value you will simply have more of the zerg rushing and lacking strategic and tactical gameplay that currently exists.
-As I have already stated, I believe this proposed game mode should actually produce the outcome you desire without starting to pile on a lot of carrots to what I think the participants of this discussion would agree is a somewhat limited game mode. |
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Make Norway OPFOR! NAO!
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. It's your hamster Richard. It's your hamster in the box and it's not breathing. |
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#42 |
![]() Join Date: Aug 2008
Posts: 46
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I think fuzzheads point is very important since it is because the successful efforts from the devs to make PR a more slow-paced, realistic and diversified game, that most of us play it. Sure I also think that there should be incentives (game mechanics-wise) to achieve the objectives of these military conflicts but it ought to be approached very carefully and with much thought so we dont end up with Project Reality - Quake Edition.
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#43 |
![]() Join Date: Oct 2008
Posts: 212
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I fully support the post of the first Farks.
Strategy is about making choices between several alternative scenarios, and unfortunatly, this is what PR lacks in the AAS game mode. After having played a map a couple of times, the optimal approach towards capturing objectives becomes more or less clear on the strategic level: This reduces the commanders position to a coordinating job. Even the randomized AAS mode did not help here very much. On certain maps, there is even a repeating element in tactical situations, but this is unavoidable and not the topic of the discussion here. Not beeing a soldier, I am wondering what the usual layout of warfare operations is. I can only guess, but I would say that a conflict is usually initiated by one side playing an active part, while the other side is more or less on the reactive side. As mentioned before, I find this aspect of war not beeing represented well in the classical AAS mode, which gives both sides equality in assets and strategic positions. On the other side, with both factions having different type of objectives and assets, the Insurgency game mode simulates the asymetric conflict quite well. Here, the BLUEFOR commander can do magic in organization and battle planning, for the map storyline is not mandatory to follow. The insurgents do not need an commander, for they play a more or less reactive part and are much easier to organize. However, they can negate their weaknesses very effectively on a strategic level once they adapt to certain asymetric war tactics. Command and Conquer modified plus Counterattack Another very creative approach towards a new game mode I remember was Counterattack: One factions attacks in AAS type capping order, while the other can only defend and wait for reinforcements, which enables it to strike back. While the predefined capping order was not the best in my opinion, I find the idea of making distinct attacker and defender roles a very simple approach towards the representation of an initial assault. In my opinion the removal of the predefined capping order here and introduction of several attack options would be the way to go here. Starting from a fraction of a map, the attacking team has to use its local superiority to reach its objectives at all cost. Some rough ideas for map objectives could be: - destructable supply depots linked to spawning of certain assets - destrucable static defending team spawn points - captureable strategic locations (flags) give attacking team access to advanced assets - the attacking team needs to capture a certain number of objectives in order not to loose the game once the round time has elapsed. - give the attacking commander a choice (!) on asset spawn i.e tank and supply truck or APC and AA - only the defending side can build firebases To introduce this, one would not only require to balance defending and attacking assets on a map, but also mark out the realistic key strategic and tactical locations and transform them into objectives. These could be the Temple objective in Qwai River, or a small base on top of the mountains surrounding south village of Kashan. Gibbon-6 |
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Last edited by wuschel; 06-04-2009 at 12:28 PM..
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#44 | |
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So, try and keep the survival instinct, but do something about the lack of strategy value. | |
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The language and concepts contained in this post are guaranteed not to cause eternal torment in the place where the guy with the horns and pointed stick conducts his business. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#45 |
![]() Join Date: Feb 2007
Location: In the Pasture
Posts: 1,233
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Rhino, try this on for an idea, you have two CP's basically placed on top of one another. In a city map you could have a general CP for holding a neighborhood with a wide radius. Within that CP is another, say a tall building a la the TV station that would be a strategic point to control. You could not hold the TV station until the city was under control. In an insurgent type map the red force would hold the TV and the city block around it, blue force would have to take over the block first, then clear and hold the building... once the building was held for "X" minutes red force would loose their area attack abilities.
You could launch an attack directly against the TV station w/o securing the neighborhood, not sure if you could make it so that the TV station could be held and not the neighborhood, but surround the high value cap point with spawn points that the red force could use only while they hold the neighborhood. Once blue force holds the neighborhood red force would have to move through the city block to reinforce the high value CP. Make a map like EJOD where there were 2-3 building CP's and 4-5 neighborhood CP's. The only problem is, w/o a reward or bleed system there is no incentive to attack, as staying alive is more important. Fuzzhead, you make many excellent points, some of which have caused me to reconsider my many positions on this issue, but if you really want to make people try harder to stay alive just get rid of the medics. As long as the uber AED is part of the medic kit allowing you to nearly instantly rejoin the fight, staying alive (from a point of realism anyway) is moot. I've rushed in and died dozens of times in a battle, yet my deaths counted as zero since the medics were waiting and part of the plan. As a sniper I once sent 3 of my squad mates to their "deaths" trying to flush an enemy sniper (in fact, the squad mates were pretending to be medics rushing to the fallen, enemy took it hook line and sinker), once he was neutralized our real medics revived all of them. IRL you get a serious injury you're removed from the battlefield, end of subject. Don't get me wrong, I don't want PR to turn into AA where everyone waits and nobody dies for fear of having to wait 20 minutes until the next round (ironically if everyone rushed the normal match would only last 3). I just think there's a better mousetrap to keep players motivated to stay alive than removing the incentive/motivation to take risks: 1) Medics cannot revive, they can heal, but once you're down to say 90% injured you're gonna die and your team pays a penalty. 1a) Maybe a revive could me made if you were say loaded into an ambulance and taken back to the main base's "hospital" requiring a significant investment in time to accomplish 1b) You pay a ticket penalty to revive, so it only gets used when there is an urgent need for reinforcements, not every death merits a revive. 2) You cannot spawn back anywhere until there is at least 6 people dead and they must all spawn together at the supply point... IRL reinforcements don't come in ones and twos, they come by the platoon. One of the greatest disorganizers in game is when one player dies and has to solo from the main to catch up with the squad, it leads to solo vehicles too. 2a) You cannot respawn until 4 members of your own squad respawn with you. Talk about enforcing team cohesion and trying to stay alive. BTW, remember in most FPS's the guy who doesn't die is known as a camper, and its not a respected role. vBF2 got rid of campers with the UAV and Scanner, its actually a pretty ingenious way about it if completely unrealistic. |
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Golden Camel Alliance
Fear the Moo!!! <MFF> |
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#46 | |
![]() Join Date: Feb 2007
Location: In the Pasture
Posts: 1,233
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Quote:
The bleed could be balanced by making some of the middle CP's not affect the bleed rate, so an even match would not be swung by having just one more CP than the other guy. | |
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Golden Camel Alliance
Fear the Moo!!! <MFF> |
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#47 | |
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Maybe it could be changed that the Medics need more time with the "patient", e.g using more cpr and the actual healing process is much slower and maybe the bag couldn't give health infinitely. Also revived guys couldn't reach 100% health since they are still injured and not "normal" anymore. I don't know if it's possible to make such changes since BF2 has it's limitations, but it's nice to see experimenting and changing things like the 1-medic-per-squad in the upcoming patch. | |
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#48 |
![]() Join Date: Nov 2007
Location: Vancouver
Posts: 1,866
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i like this idea, actually now that i think i about it it would be better if bleed was completely removed and tickets loss and or gain directly involved with capturing and or losing objectives, and of course k/d.
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#49 |
![]() Join Date: May 2009
Posts: 85
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if u make vehicles spawn only when we capture flags then what is the fun of armor sq , heli sq and tanks , supply .... ? in battle we need all , not just supply trucks . ppl r gonna kill each other to get in vehicles because we dont know when we have that flag so no1 would create a sq for whatever they best in then noobs and some random guys will take those tanks choppers . It is always best when we have sq and ppl know what they r gonna do and be ... and we ll not see a nice battle with good tastics . assets are fine the way they r now dont make changes pls .
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AKA AlexanderK-47
"The sniper is a very necessary person. He serves to remind us that we are war." A .303 round at +2500 fps will remove a leg if it impacts the mid to lower thigh, thus resulting in death for most circumstances No word of a lie ever since i downloaded this mod on January, i havent gone near the BF2 icon lol! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#50 |
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So you'll have (if # 3 is used) 2 teams defending whatever CP's they started with/got
to 1st -if CP's were neutral at the start. There is a simple,single solution imo to this: GET RID OF ALL NON-CAPS
(including carriers) |
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| features, lack, strategy |
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