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Old 12-22-2007, 04:16 AM   #1
[T]Terranova7

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Default Additional Map Information & Alterations

Some suggestions for the maps.

- Attack Direction Arrows
This is sort of nibbed from the FH2 Avenue of Attack arrows. I think in addition to the Attack and Defend markers placed over the control points, having an arrow pointing towards the next attack location could further help noobs get a sense of where to go next.

- Fog of War for enemy CPs currently not in the active AAS group
Alright... that was pretty long, but the idea here is to simply make it impossible for one team to see the other team's "back flags" on the map. For example, you're playing the U.S team on Jabal right. You take a look at your map, and you see the West and Each beach flags, however you do not see the Dam, Bridge, City, Factory or Al Burj CPs. Only when you secure both the East and West beach will you see the next control points in the AAS order.

Hopefully, this will prevent noobs (especially newbie SLs) from thinking they're clever by attacking one of the back flags, only to find out they cannot cap it. Only experienced players will usually know where the back flags are.

- Codename tags for all friendly players
To further help communication throughout the battlefield, a neat idea might be to have a small codename display over each player's icon on the map. The codename would be nothing fancy, it would feature the squad number first, the first letter of the squad's original phonetic alphabet codename, and a random number from 1-6. So if I was apart of squad two (originally supposed to be bravo), and I was say the third person to enter the squad, my codename or tag would appear as 2B3. This codename would appear on your icon.

This could help with communicating to random players on the map or with someone with an odd username thats hard or impossible to pronounce. Not sure how doable this is, would be interesting to see this if not something similar to it ingame.

- Miscellaneous identified map locations
Suggested before, but I can't stress how useful it would be to have random, somewhat important or unique areas of the map given a name. It would help out with navigation a whole bunch. Picture trying to give directions to someone in a city with no street names, it feels just like that in PR. At best, I'd just like to see roads, bridges, mountain ranges, crop fields, significant buildings and structures and so forth given a title.

- More Advanced Grid Map
Also suggested before. The Grid Map right now is so extremely simple it's practically useless for pinpointing enemy positions. I;m sure everyone has some experience with a coordinate plane. All I'm asking for are some extra x-y coordinates for the individual Grid Squares. So you can break down a location of an enemy bunker to something like E526.

- Distinguished colors for squad rally point and friendly rally point
Basically, you know how each rally point has a green circle and the squad number over it? I was thinking only your squad's rally point should have a green background, while everyone else's is blue.

- Status of friendly forces delay
Alright basically, it's all too easy to know how an attack or defense is holding up by simply looking at your map and seeing who just dropped off the map. The idea here is to simply make it so that the player icons remain on the map until the player respawns.


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Old 12-22-2007, 04:58 AM   #2
Teek
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Quote:
Originally Posted by Terranova View Post
- Miscellaneous identified map locations
Suggested before, but I can't stress how useful it would be to have random, somewhat important or unique areas of the map given a name. It would help out with navigation a whole bunch. Picture trying to give directions to someone in a city with no street names, it feels just like that in PR. At best, I'd just like to see roads, bridges, mountain ranges, crop fields, significant buildings and structures and so forth given a title.

- More Advanced Grid Map
Also suggested before. The Grid Map right now is so extremely simple it's practically useless for pinpointing enemy positions. I;m sure everyone has some experience with a coordinate plane. All I'm asking for are some extra x-y coordinates for the individual Grid Squares. So you can break down a location of an enemy bunker to something like E526.
on Al Basra, I refer to the Main North-south highway with VCPs on it as Bakalakadaka street I would like to see more street names.

For the map, the TF21 guys say E-9; keypad 3 for the lower right corner of E9


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Old 12-22-2007, 07:54 AM   #3
[R-COM]Ragni<RangersPL>
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Quote:
Originally Posted by Terranova View Post
- Attack Direction Arrows
This is sort of nibbed from the FH2 Avenue of Attack arrows. I think in addition to the Attack and Defend markers placed over the control points, having an arrow pointing towards the next attack location could further help noobs get a sense of where to go next.
Little help for the Vanilla-men? They should follow SL orders and RTFM

Quote:
Originally Posted by Terranova View Post
- Fog of War for enemy CPs currently not in the active AAS group
Alright... that was pretty long, but the idea here is to simply make it impossible for one team to see the other team's "back flags" on the map. For example, you're playing the U.S team on Jabal right. You take a look at your map, and you see the West and Each beach flags, however you do not see the Dam, Bridge, City, Factory or Al Burj CPs. Only when you secure both the East and West beach will you see the next control points in the AAS order.

Hopefully, this will prevent noobs (especially newbie SLs) from thinking they're clever by attacking one of the back flags, only to find out they cannot cap it. Only experienced players will usually know where the back flags are.
IRL you've got the plan for the whole operation. It's not like "let's capture that beach and then we will figure out what is our next goal".
After all it's a not such a bad idea for gameplay.


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Old 12-22-2007, 08:42 AM   #4
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IRL you dont know exactly how far the enemy have got, ragni.

You dont know if they have taken control of the city area and moved all main forces to the bridge or if that force on the bridge is just to slow you down. You just know you have to take them out. Confusion is a very powerful weapon and I dont see why the armies depicted in-game would not continue to use it.


Also, the random names for places is a brilliant idea. Bring back the place names on Al Basrah!

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Old 12-22-2007, 09:08 AM   #5
[R-DEV]Deadfast
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I agree with the street names.

I also agree that we need more precise grid reference system. What I would like to see is something as is used in ArmA and OFP:

It's so easy that even 90 year old grandma would understand it.
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Old 12-22-2007, 12:49 PM   #6
[R-COM]Ragni<RangersPL>
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Quote:
Originally Posted by Jonny View Post
IRL you dont know exactly how far the enemy have got, ragni.
AFAIK, operations are planed, main goals are chosen during planning.

AFAIK, you've got informations from reconnaissance and (sometimes) from military intelligence. Yes, there are situations when you have no idea where the enemy can be, but usully UAV support is available for reconnaissance.


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RANGERS LEAD THE WAY!!!

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Do not post stupid suggestions just because you had a bad round in PR
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Old 12-22-2007, 01:19 PM   #7
Jonny

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In which case the exact location, direction of movement and composition of the enemy force is known.

This doesn't happen in PR unless you have a helicopter or someone watching the enemy. In which case they could look at the flag and tell the team if it has been capped. So the suggestion makes sense.

XKCD forums, in the middle of a perfectly sane conversation:
Has anyone really been far even as decided to use even go want to do look more like?
Best post ever made!

EG: PPSh is made of win and quite possibly stamped sheet metal
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Old 12-22-2007, 02:56 PM   #8
[T]Terranova7

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Quote:
Originally Posted by Ragni<RangersPL> View Post
AFAIK, operations are planed, main goals are chosen during planning.

AFAIK, you've got informations from reconnaissance and (sometimes) from military intelligence. Yes, there are situations when you have no idea where the enemy can be, but usully UAV support is available for reconnaissance.
I like to think of the next control point locations as positions where the enemy has fallen back too. So if the enemy has the beaches fortified, its only when you have secured the beachheads that your team will have a good idea as to where the opposition is now.

But in all honesty, the idea is there to keep noobs from trying to cap non-captureable flags. Experienced players will still know where the next objective is, so they might have an edge in making strategic decisions.


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Old 12-22-2007, 03:16 PM   #9
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This topic might be relevant to your interests.

http://www.realitymod.com/forum/topo...ap-t31270.html

Support me on adding feature names.
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Old 12-22-2007, 03:23 PM   #10
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Quote:
Originally Posted by Deadfast View Post
I agree with the street names.

I also agree that we need more precise grid reference system. What I would like to see is something as is used in ArmA and OFP:

It's so easy that even 90 year old grandma would understand it.
Like you NEED all of those boxes, it would cover.... what? 2 meters?

Quote:
Originally Posted by Teek View Post
For the map, the TF21 guys say E-9; keypad 3 for the lower right corner of E9
Correct, and its very efficient! The multiple grid system with 20+ boxes are ugly.



For the guys who are not understanding the concept.


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