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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#51 |
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*BUMP*
I've made some more thinking on this, and I came up with the idea of "Strategy Points". Basically - teams will have "Reinforcement Points" (the current ticket system) which starts at X and drops as players die and vehicles gets destroyed. You can not regain lost reinforcement points. The strategy points starts at 0 for both teams, and goes up as the teams achieve different things, such as capturing a control point, building FOBs, overrunning and destroying enemy FOBs, destroying heavy enemy vehicles, etc. Now, I don't know exactly how it would work or how it could be implented, and I haven't done any math either. But what I do think is that both should be relative, so teams can't win on strategy points while wasting almost all of their reinforcement points. This way, we can keep the cautious gameplay currently needed to be successive but at the same time bring some interesting strategy aspects into PR where attacking has some value. |
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#52 |
![]() Join Date: Jun 2009
Posts: 348
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i totally agree with idea #3... capping flags is the objective so why is the team as a whole not rewarded for it with tickets when completed
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#53 |
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PR Developer
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I agree Farks some kind of strategic point system would be very good. Something seperate than reinforcement tickets, but useful for the team.
Of course there is ideas like this presented but to design and implement a system like this will be challenging, but I think we have the right crew to do it |
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#54 |
![]() Join Date: Jul 2009
Location: gan
Posts: 136
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How about instead of rewarding teams with tickets, we merely make it easier for that team to remove the other guys tickets. For exemple, we take Kashan, I find the objective positions are wrong, the ideal of a fight is to control the area and defeat the ennemy but if all your objectives are at location that dont help you gain control then why bother?
Say we put one of the bases on the mountains over locking a large area, And in that base after say 5 minutes after capture some nice tools spawns (or we can pretend they get transported in or they can be contruscted like a FB and would need say 2-3 crates, And they weapons could only be placed in these bases. So possible weapons list would be like, and you say have the choice to get 1 in the base at any one time -Howitzers, so it would be 2 man weapon, has long range good hitting power, and it be like a a laze/sniper arty call from bf1942. But the crew would get the cordinates and it be fairly easy to fire on the cords but would still need adjusting, based on what the SL or sniper tells the crew weapon. -Mortar, either 80mm or 120mm would be pretty epic, see howitzers for details. Some recoiless rifle, Would work only on line of sight, but be a way to stop logy trucks or APC but not very effective VS armor. Youy guys get the point, you capture the base to get your hands on some crew based support weapons. Would make caping bases usefull cause then when u get the require flags AAS then tells you u can get this flag so you can help you go on the offensive but youd also want to try to defend the base cause of the nice advantages it offers |
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#55 |
![]() Join Date: Jul 2006
Location: Project Reality Frontline
Posts: 1,586
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I think the system where the flags dosent give any value (until last flag) is as good as it can get.
My reasons are simple: 1. The less benifits a team can get from capping a flag, the greater importance the rest of the map will get. 2. The greater importance the rest of the map will get, the greater operational variation will emerge. 3. The greater operational variation that will emerge, the more tactical thoughts will be needed. 4. The more tactical thoughts that will be needed, the more players will apply as CO. 5. The more players that apply as CO, the more organised rounds will become. Conclusion: More organised rounds/increased fun factor/more new players joining when the fun rumore spreads/more old players stay loyal too/increased potential for the DEVS to make money on this historical product. And a lot of money can be made out of it, when that idea is breaking out of the box of old logics. Big money have never been in old knowledge, but always in throwing away old knowlegde. Thus Less BF2 Logics = increased potential for making loads of money. Loads of them. *** Also, if i recall correct and please correct me if im wrong on this one, PR basically have a history of cutting more and more of the flag dynamic importance. Reason (again correct me if im wrong) has been to increase operational freedom. *** OffTopic (almost) Lastly, the battle you are refering to in post 1, where you won by defending that beach-area (and its a beautiful beach), is completly the type of operation the opposing team had processed for more than 1 year versus "your" side in the tournament. Now, even though this team in overall had "only" processed that type of defensive battle-operation again and again, it evolved massively! I know. Cause i lead it. *** Again, really important topic - maybe the most important of them all? |
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We who play these kinds of games are the first generation of war robot pilots.
Today we pilot a camera in 3D heaven. Tomorrow... To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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Last edited by Michael_Denmark; 08-17-2009 at 06:31 PM..
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#56 |
![]() Join Date: Apr 2008
Location: Cologne Germany
Posts: 2,832
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I dont like it too much. Both teams have plenty of tickets, they can wager with to either push hard and cause the enemy to bleed or to try to hold on unto their tickets. I have seen a well organised team cause plead quite often.
Do not focus too much on the flag itself. On Jabal for example, instead of defending East beach, you can try to capture the village further north at the crossroads, blocking off access of enemy troops and armor there. I do not like the idea of lmiting assets unless you gain a flag either. It makes the game too one sided fast and limits the way you can use assets. It would be cause with spountaneous CAS Armor crews forming. Remember that the flag system is meant to simulate that all 400 tickets are on the ground at the same time. You cant walkthrough with your 30 man squad straight to the main, because they get stopped in areas (grey/enemy flag) still held by hostiles. So basically the flag system artificially chops up the timeline. |
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|TG|cap_Kilgore
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#57 |
![]() Join Date: Oct 2008
Location: Espoo, Finland
Posts: 828
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What about turning the whole ticket system upside down?
Both teams would start with 0 tickets, and capturing a flag gives a small ticket flow. Victory could be at 250 tickets for example. And you could still lose tickets when you die or your vehicle gets destroyed, which makes it very interesting. Sorry if somebody already suggested this, I didn't read the whole topic. |
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#58 |
![]() Join Date: Aug 2008
Posts: 684
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if you are gonna link flags to tickets, don't make it all flags, only certain ones.
maybe you could make it that if you loose two flags in a row within 1 minute or so, you loose 20 tickets. |
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| features, lack, strategy |
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