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Old 06-19-2008, 10:56 AM   #1
Danolboy

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Default Limited Map Access

I’ve seen alot of threads and suggestions on how in game physics, deviation and limitations positively and adversely affect the realism in PR , which got me thinking about how some of the seemingly less obvious (and talked about) features could be tweaked to explore a different level of approach and perspective to the game.

What if regular squad members were to have a limited capslock map view which is restricted to the local area that they are currently operating in ( for arguments sake say four grid squares squared, with the rest shrouded) to simulate the localized nature of squad based fighting. The squad leader would retain full access to the maps which would mean squad members would be reliant on their SL for relevant intel on how the battle at large is progressing and where friendly forces that are out of their local area are operating. I think it would reflect the real life dependency that a squad has on it’s SL for info on how a battle is progressing and where friendlies are operating out of sight ( or in PR’s case out of the area that is available for regular squad members to view, as friendlies would be visible within the confined area view). Firebases, bunkers and objectives would still be viewable as would markers. This could heighten the realism of PR and build on the feeling of playing as a squad that's taking part in a large scale action. Gameplay wise I think that the squad play dynamics would be significantly tightened as the squad members would be more focused on their own objectives as apposed to what everyone else is doing on the map. Also creates less scope for squad members to wander off on their own/ start doing their own thing, as they would be effectively blind to the map movements of the rest of the team and thus the progress of the game as a whole.

I'm not sure I worded this at all right but I'm just trying to get across the potential for creating a more insular feeling within the squads (which hopefully brings alot of benefits) while at the same time retaining all of the overall teamwork that makes this game so great

No idea whether this would be possible or even effective other than in theory, any thoughts?
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Last edited by Danolboy; 06-19-2008 at 02:12 PM.. Reason: added clarity to the points
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Old 06-19-2008, 12:01 PM   #2
Jonny

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Default Re: Limited Map Access

It could be possible by modifying the image that shows 'you' on the map to include a HUGE black circle around you after a certain area.

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Old 06-19-2008, 12:12 PM   #3
arjan

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Default Re: Limited Map Access

What jonny said sounds good.

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Old 06-19-2008, 05:19 PM   #4
Sabre_tooth_tigger

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Default Re: Limited Map Access

Sounds extreme, I know it'd bug me as a squad member but its a strong incentive to go squad leading I guess
Only thing is as a sm Im often telling the sl we are attacking the wrong flag.

I think I'd prefer it to not be so absolute. The CO should have instant map like it used to be, the sl like it is now and sm in future should have to wait maybe 5 or 10 seconds for it to pop up.

Is that possible, or maybe the black circle Jonny says could slowly retract to give a full picture. The speed of the retraction being based on rank or score even which would make the start of games less certain?


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Last edited by Sabre_tooth_tigger; 06-19-2008 at 05:24 PM..
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Old 06-19-2008, 05:32 PM   #5
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Default Re: Limited Map Access

Hmm... That would be rather bad for long-range weapons and squad members using them, more difficult aistrike coordination i mean, HAT, whoever needs to know what happens far away. But maybe i got you wrong.
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Old 06-19-2008, 08:05 PM   #6
Danolboy

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Default Re: Limited Map Access

Quote:
Originally Posted by Sabre_tooth_tigger View Post
Sounds extreme, I know it'd bug me as a squad member but its a strong incentive to go squad leading I guess
Only thing is as a sm Im often telling the sl we are attacking the wrong flag.

I think I'd prefer it to not be so absolute. The CO should have instant map like it used to be, the sl like it is now and sm in future should have to wait maybe 5 or 10 seconds for it to pop up.

Is that possible, or maybe the black circle Jonny says could slowly retract to give a full picture. The speed of the retraction being based on rank or score even which would make the start of games less certain?
I guess it could be viewed as being a bit more hardcore but I think that one of the problems that exists in PR at the moment is that everyone is expected to follow a chain of command whilst at the same time all having access to(relatively)the same information about team movements on the battlefield. This just isn't realistic and doesn't encourage or force the style of play that PR is made for. More often than not it actually leads to conflict with people disobeying orders or questioning the SL's strategy.

If you take that information away then squad mates are going to have to follow what the SL says as they don't have the full picture of whats going on in order to argue it or decide to go do something else based on what they're seeing on the map.


I see access to battlefield information as a fundamental of realism, in both how players interact with each other and their surroundings.

Some sort of times based map coverage is a really good idea.
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Last edited by Danolboy; 06-19-2008 at 08:16 PM.. Reason: clarity
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Old 06-19-2008, 08:16 PM   #7
billdan

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Default Re: Limited Map Access

i like

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Old 06-20-2008, 07:09 AM   #8
Danolboy

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Default Re: Limited Map Access

Any thoughts about this from the Devs? Be interested to know how close to simulation you see PR going.
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Old 06-20-2008, 07:19 AM   #9
Hitperson
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Default Re: Limited Map Access

i think the map should not show any players unless you are in a vehicle equiped with ivis or radar.


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Old 06-20-2008, 08:11 AM   #10
Danolboy

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Default Re: Limited Map Access

What about the introduction of a communications asset? With squads unable to view the capslock map until one is built. And if it gets taken down by enemy then they lose the map view again until it is re built. That would introduce a new aspect to the gameplay that's important in reality - the need to take down enemy communications.
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