|
PR Time:
|
||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
| PR:BF2 Suggestions Suggestions from our community members. Read the stickies before posting. |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#11 |
![]() Join Date: Oct 2008
Location: Espoo, Finland
Posts: 828
|
So you would have a spawnpoint on every flag. No, no, no, no, no.
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
#12 | |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
|
also makes logistics/co trucks more important !!!! im liking this more and more! now having/crewing CO trucks are important and a supply "line" from base (which spawns them to the flags needed to be capped are use full)
Quote:
| |
|
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. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
|
|
|
#13 |
![]() Join Date: Jul 2007
Posts: 247
|
Yep, when I first came to this idea I thought that the spawnpoint at every flag was the weakest part. If you really change the idea so that there isn't a spawnpoint, but you have to protect your "FCP", it changes the idea a lot. No more troops hiding at flags, just troops attacking and defending "FCPs" order to take flags, which actually have become strategical areas on different parts of the map.
|
|
|
|
|
|
#14 |
|
PR: ArmA2 Lead Developer
![]() |
It sounds good.
Perhaps split the bunker and firebase again? Firebase as the only model forward outpost, which could be built anywhere and from which you could spawn and request kits. Bunker as the tool to capture a flag. You couldn't spawn at it and you couldn't request kits from it. Could allow to build sandbags and wires around it. |
|
|
|
|
|
#15 | |
![]() Join Date: Nov 2007
Posts: 450
|
Quote:
I like the idea but how about combine it into C&C in a manner like this... Instead of 'flags' there are 'control areas' which are larger than flags (think just a bit smaller than the main mestia flags). You can only place FOBs inside the control areas and you must place one FOB inside each control area in order to be able to assault the enemies main. This would combine C&C mode with your idea to make a bit more control than the duck hunt the C&C mode becomes when looking for enemy FOBs. | |
|
|
|
|
|
|
|
|
|
|
|
#16 |
![]() Join Date: Jul 2007
Posts: 247
|
I think that "bunker" shouldn't be a bunker anymore. It's too easy to locate specially on airmaps. Perhaps something like FH2 has as commanders post (radio on a table), it just would be deployable anywhere on the flag area. There should also be buildings or something else to give cover on every flag on every map. But that should be all, if it would be possible surround by razorwire or sadbags it could be too hard for enemy forces to enter, but that's more like what one prefers. So maybe there should be certain small radius where you can't place anything else, no razor, sandbags or spawnpoints, only troops allowed. Or maybe Engineer class should be given small demolition charges to clear out defensive structures. There are many open questions but I still think the idea has potential.
|
|
|
Last edited by fubar++; 12-29-2008 at 06:45 PM..
|
|
|
#17 | |
![]() Join Date: Jan 2007
Location: norfolk
Posts: 8,075
|
Quote:
so you can turn a flag white with infantry , control area , CO truck convoy comes in and builds. flag captured. | |
|
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. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
|
|
|
#18 |
![]() Join Date: Dec 2007
Posts: 31
|
Couldn't you attack the enemy's back flag and by destroying the bunker it turns grey. I guess capturing would be based on the closest flag to the front like it is now and only allow bunkers on the next attack point and on previous flags.
There should be spawning on the flags you own and transport available for the flags you own. So the more flags you control the more humvees you get. |
|
|
|
|
|
#19 |
|
PR Mapper Team
![]() Join Date: Mar 2005
Location: Lahti
Posts: 1,495
|
I think whole flag capture is just symbolic way of showing how teams are losing/gaining ground areas during the war. Flags are only showing what areas are under team 1 control and what areas are under team 2 control.
Why would you like to force teams destroy/build some structure as a symbol of gaining/losing piece of land in battle ? I think its far more realistic that the team who has more troops in the area, has/is going to have that piece of land marked under it's control with a flag-symbol. |
|
|
|
|
|
#20 |
![]() Join Date: Feb 2007
Posts: 126
|
It is an interesting idea, but how about not requiring a bunker to be built in a flag capture radius. For example the AAS game mode would work normally as it does now when soldiers capture a control point. But when your team builds a bunker in the flag capture radius after they have taken the control point the opposing team cannot take the flag until that bunker is destroyed.
This way there won't be a big deal about having spawn points at every flag, because bunkers won't have to be built at every flag. But if the team wants to build one and make it harder for the enemy to advance then they can. Just my $.02 |
|
|
|
|
|
|
|
|
|
![]() |
| Tags |
| building, bunkers, capture, flag |
| Thread Tools | |
| Display Modes | |
|
|