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Old 06-03-2009, 06:41 PM   #1
Farks
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Exclamation The lack of strategy features in PR

First, I want to say that I think this thread belongs here and not in the suggestion section. It's something that needs to be discussed.

I've been playing PR for about two years now, so I've played through many versions of it. I also play in the PR tournament, which is quite an experience. And playing PR (or any other game) in an organzied and serious way gives you some very good insight in how the game works. Insight you would never get from just playing public, because in a organized game world you push the game to the max and every single detail counts.

And what I've learned and realized from my playing time is that PR lacks good strategy features that rewards teams for playing with a succesful strategy in AAS mode, which for the time being is the main game mode in PR. Notice that I'm not talking about strategy itself now, because it most certinly is possible to make strategies. What I'm saying is that there are really no strategy features in PR that has significant outcome on the game. If you don't know what I'm talking about,
let me explain it to you:

The control points (a.k.a. "flags"), which are the objectives on all AAS maps. Why do we fight over them? Because the game tell us so, of course. But here's the problem - fighting over the control points and taking them don't give teams any significant advantage, unless it's the bleed one (which are rarely reached, and therefore pretty much an irrelevance here). And the reason for that is simple - they are nothing more than an icon on your map. They don't give your team any extra tickets and they don't make your enemy lose any tickets, and they don't give your team extra vehicles or any kind of shorter spawn time.
What about the position itself then? Well, I can't think of any CPs that are actully placed on advantageous ground. You might aswell position yourself in an equal, or even better, position next to a CP and just kill the enemies trying to capture that CP. And in fact, that works even better and is what PR is without any real strategy features - it's about kills and your teams k/d ratio.

It's not that hard to figure out really; you can only lose tickets in AAS and you lose them by getting killed + control points that has nothing to do with tickets = k/d game (a.k.a. deathmatch). The team that can waste their enemies tickets first wins, with or without CPs. And if you don't believe me, I can tell you that when my team played Op. Barracuda in the tournament (as USMC), our whole plan was to take over the airfield, hold that position and just kill enemies from there until victory was ours.
The CPs was never relevant. And it worked! We won simply by scoring kills. And that map is just a prime example - we figured out that a superior k/d is most important way before that and always prioritize our k/d over CPs. And the other teams did to and also play that way as far I can tell. And it's not because we want to, it's because that's the way it is.
Now, pubbers don't care about this because most of them don't know it and don't care about it. They just want to have a good game. But it's of course different in a match between two organized teams, where everybody is following a plan and have victory as their goal. The effect this k/d dominance have on organized PR games is that it make teams play conservative and defensive to preserve tickets. That in turn creates stalemates, because there's simply no gain on attacking and taking CPs from the enemy. The only thing it will do is to cost you a few lives, which is tickets, which in the long run will lose you the battle. Public games are not played this way because of the players, like I said, but it still makes the team with the best k/d win out there aswell.

I think this is a problem because it's not realistic or fun. I'm not a soldier, but I'm pretty sure that war is mainly about acheiving certain objectives. For example, taking ground and valued positions. And I'm also pretty sure that it has a bigger outcome on battles and wars than the casualties. It's relevant, for sure, but not the main factor. And if it were the case, The Soviet Union wouldn't have won over Germany in WWII.

And I know I'm not the only one that have noticed this and see it as a problem. It's been discussed very much on the tournament forum.

The good thing is that this is a solvable issue. It can be done in three ways as far as I see:

#1
: Bring back the CP spawnpoints. It gives CP capping an advantage, but ultimateley doesn't solve the problem. And it would make PR spammy. So no on this.
#2: Connect vehicle spawning to CPs. Sounds good on paper, but it's not exactly logical or a good thing to make vehicles spawn more often than they do now. And it would lead to an overflow of vehicles on maps like Kashan and Qinling.
#3: Connect the CPs to the tickets. This is the way to go if you ask me. It makes sense from a gameplay perspective and will give a solid reason for teams to attack and defend the CPs. It can be done so a team lose X tickets when they lose a CP, or so a team gain X tickets when they capture one, or a combination of both. Or maybe something else. It's a simple and effective award for playing with a good strategy and actully playing AAS maps the way they're supposed to be played - by fighting over the CPs.


Discuss!

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Last edited by Farks; 06-04-2009 at 03:19 PM..
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Old 06-03-2009, 06:45 PM   #2
Rudd
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Default Re: The lack of strategy features in PR

Quote:
#3: Connect the CPs to the tickets. This is the way to go if you ask me. It makes sense from a gameplay perspective and will give a solid reason for teams to attack and defend the CPs. It can be done so a team lose X tickets when they lose a CP, or so a team gain X tickets when they capture one, or a combination of both. Or maybe something else. It's a simple and effective award for playing with a good strategy and actully playing AAS maps the way they're supposed to be played - by fighting over the CPs.
I like that idea alot.


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Old 06-03-2009, 06:59 PM   #3
Threedroogs
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Default Re: The lack of strategy features in PR

i like it too.

knowing that if you leave a flag unguarded it might cost the team 10 tickets (or whatever) could *maybe* help persuade people to defend the control points as well.

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Old 06-03-2009, 07:01 PM   #4
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Default Re: The lack of strategy features in PR

i'm all for #3 and some parts of #2
#2 will be good on some maps, i.e. you start with small amount of light non-respawnable assets but when you capture airfield/railway station you get some heavy assets

#3 other way round is not bleed, but immediate gain/loss of tickets
i would suggest such scheme(numbers are relative):
1.when you capture CP you get 10 tickets
2.when you loose CP(completely, not white) you loose 20 tickets
3.when you capture last flag->bleed
this will solve different things: 1. CP give you some advantage 2. you have to defend them, because their loss can be crucial for your team 3. if team loses its last flag it gets pwned by bleed


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Old 06-03-2009, 07:11 PM   #5
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Default Re: The lack of strategy features in PR

Really the CP don't bleed much because, in reality, a stalemate is not a victory. Different maps have different bleeds, important to learn these before your clan match, that way you can work out which points you want to push for, and which you will sit back, defend. combat over.

Personally, I find, the better team gets better frags and as a result ends up capping more points, a key element to the game is, if you stay still, your opposition will surround you and own you in a descent match. So wether your moving to the next CP, or just around the map for frags, its no different, as far as realism and good gameplay is concerned I feel. Changing the bleed system would hardly change the gameplay for me.

Now the gun accrucys relative to one enough, and types of gun and kit, especailly the marksman, they need tuning!!


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Old 06-03-2009, 07:18 PM   #6
Tartantyco

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Default Re: The lack of strategy features in PR

-I'd propose an alternate solution that I think would solve the issue without adding an additional feature, but incorporating it into the base game mechanics, namely the Improved AAS suggestion. The implementation of this would instantly give the terrain strategic value, increase the amount of strategic options, make the entire map playable, and make maps much more re-playable as the focus of any given match may be drastically different depending on the decisions made by either team(Something the "Random AAS" mode has tried and, in my opinion, failed to do, and something the normal AAS mode will never be able to do).

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Old 06-03-2009, 07:20 PM   #7
Rangu

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Default Re: The lack of strategy features in PR

Nice post Farks, I'm all in for this!

Quote:
Originally Posted by DankE_SPB View Post
i'm all for #3 and some parts of #2
#2 will be good on some maps, i.e. you start with small amount of light non-respawnable assets but when you capture airfield/railway station you get some heavy assets
I agree, but the vehicles should only spawn at main, and maybe the spawn times could be lowered on some assets as a bonus?

Quote:
Originally Posted by DankE_SPB View Post
#3 other way round is not bleed, but immediate gain/loss of tickets
i would suggest such scheme(numbers are relative):
1.when you capture CP you get 10 tickets
2.when you loose CP(completely, not white) you loose 20 tickets
3.when you capture last flag->bleed
this will solve different things: 1. CP give you some advantage 2. you have to defend them, because their loss can be crucial for your team 3. if team loses its last flag it gets pwned by bleed
I'm with you here as well, but I think you're a little too kind with only losing/gaining 10-20 tickets, should be more like 30-40, so it really hurts.

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Old 06-03-2009, 07:20 PM   #8
cyberzomby
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Default Re: The lack of strategy features in PR

I agree with you. I was really "dazzled" with the removal of bleed from most of the flags. Really gives the idea of: "SL: Sure, I want to attack that flag, but in heavens name, why?!" idea when your in a battle.

Idea 3 seems nice Doesnt seem that it can be used as a way to let battles last longer if you let them lose more tickets than they gain when they lose the flag. Might be better to try and do something like: If you lost the flag within X ammount of time when capped than you lose 30 tickets. Otherwise its going to be harsh when a team is having a bad run of luck. Dont forget with the random deviation and the public gamers, luck is a fairly important factor. So if a team loses 2 flags soon after each other, its pretty much game over.

The reason behind my timer solution is, to make sure a team cleanses the area and than captures the flag or makes sure the area is secure. If they use it to get tickets fast by letting the enemy neutralise it and than cap it back, they will lose tickets fast!

I like the idea of events happening when capturing a flag, or giving them better positions on the map. Or just put back some sort of small bleed, but increase ticket count so you'd end up with the same length of battles as right now.

Good post and good arguments btw


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Old 06-03-2009, 07:32 PM   #9
[R-DEV]DankE_SPB
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Default Re: The lack of strategy features in PR

Quote:
make the entire map playable
not sure if this needed, there is already "lack of boot on ground" problem, spreading team on even more area doesnt seem very good

Quote:
I agree, but the vehicles should only spawn at main, and maybe the spawn times could be lowered on some assets as a bonus?
hmm, why only at main? i see no probs with spawn on airfields/railway stations

Quote:
you're a little too kind with only losing/gaining 10-20 tickets
as ia said numbers are relative, just to show off difference between capturing and loosing

Quote:
If you lost the flag within X ammount of time when capped
makes sense


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Old 06-03-2009, 07:34 PM   #10
Zi8

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Default Re: The lack of strategy features in PR

Quote:
Originally Posted by [R-COM]cyberzomby View Post
I like the idea of events happening when capturing a flag, or giving them better positions on the map. Or just put back some sort of small bleed, but increase ticket count so you'd end up with the same length of battles as right now.
+1

Korengal Valley has this now: When you control the Outpost, you get vehicles, strykers and a chopper. If you lose the control, no assets.

This could be implemented to many current maps and I'd like to see the effects.

E.g Muttrah: Teams starting with the basic transport (choppers and trucks) and receive better assets when they control more and more the cityarea. (Huey, Cobra, APC's etc)

Fools Road, Qwai (atm), Jabal, Kozelsk etc, you name it.


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