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Old 05-28-2009, 03:59 PM   #11
Rudd
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Default Re: Limit Firebase Building Locations

I just spend the last 3hrs getting video from the BRs...I know what killed what.


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Old 05-28-2009, 04:20 PM   #12
sickly
Default Re: Limit Firebase Building Locations

Quote:
Originally Posted by Dr2B Rudd View Post
The only choice to combat that would be to go and secure flags that....are supposedly already taken. This kind of gameplay would demand a squad stay on EVERY flag...which simply isn't going to happen with 32 people.

IMO this tactic should only be avaliable in the form of AA kits being supplied via ammo boxes as a Firebase represents a secured location from which people can spawn. preventing enemy teams being able to build Firebases within enemy flag Radii can only add to gameplay imo.
I'll be honest: I've never witnessed what you're describing, so I assumed that what you are suggesting was already the case.

So yes, of course players can't be setting up assets in enemy territory: it's an obvious exploit.

If that creates problems on the map because flag radii overlap, then alter the map to compensate--maps must adapt to game rules, not the other way around.

(Btw it's nice to see someone who understands the logic of not expecting a few players to defend every CP.)
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Old 05-28-2009, 04:24 PM   #13
gas104

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Default Re: Limit Firebase Building Locations

i disagree

Breedx-thanks gas I appreciate your understanding hope someone can help me out
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Old 05-28-2009, 04:24 PM   #14
Rudd
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Default Re: Limit Firebase Building Locations

Quote:
Originally Posted by gas104 View Post
i disagree
thats nice, wanna back that up with a reason?

Cuz I agree! so there! Beat that!


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Old 05-28-2009, 04:43 PM   #15
single.shot (nor)
Default Re: Limit Firebase Building Locations

I like serious suggestions, that make sense to people other than the OP.

i like this suggestion, however, what if the FOB gets placed in a friendly radius, and the flag gets capped? destruction(due to code) or does it get left there? this might be an issue

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Last edited by single.shot (nor); 05-28-2009 at 04:47 PM.. Reason: forgot a letter
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Old 05-28-2009, 04:43 PM   #16
bloodthirsty_viking
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Default Re: Limit Firebase Building Locations

Quote:
Originally Posted by gas104 View Post
i disagree
first of all, you need more informtion or a dev will give you infraction points for unhelpfull comments..


now.. can it just be, set it up that like on muttra, it cant be within50-100 meters of the heal thing.. i mean, that should be possible, they do that with the main and stuff. i dissagree with within flag cap radious, becuase it will intupt the flow of gameplay, and these sweet 3 squad pubb assults wont happen, cuz the squads would be to far away.

but still, like i sead, place it so it cant be within so many meters of the w/e it is called. i hope u get what i sead=P


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Old 05-28-2009, 04:47 PM   #17
Jonny

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Default Re: Limit Firebase Building Locations

Firebase must be closer to a friendly CP than to an enemy one (except INS mode when it can be anywhere for BLUFOR, and the caches count as CPs for INS), or you simply cannot spawn there?

Hows that?

No more forward spawns except rallies.
No randomly chosen radii around flags.
Simple, clear system to affect spawning when the CPs change ownership.

Lines should be drawn on the COs map, by a python script, to show the territory your team is 'in control' of. So the CO becomes more important too.

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Old 05-28-2009, 06:08 PM   #18
sickly
Default Re: Limit Firebase Building Locations

Quote:
Originally Posted by single.shot (nor) View Post
i like this suggestion, however, what if the FOB gets placed in a friendly radius, and the flag gets capped? destruction(due to code) or does it get left there? this might be an issue
Good point. I'm assuming any player can use any team's assets right? (I checked the manual but it doesn't say and I've never tried using enemy assets.)

If so, then this is not a problem because it's assumed that if the asset was previously placed then it's a legitimate defensive measure (i.e. if it's manned, destroy it or frag the occupant and use it yourself, or if it's not useful, destroy it).

If not, same deal only you'll have no choice but to destroy the asset (i.e. to prevent any enemies from using it).

The lack of players issue doesn't apply in this case because the asset is right where they are attacking (and the enemy is presumably defending). That part of the OP was more in reference to the issue of players sneaking back, setting up a firebase and using it to rack up points by spawnkilling vehicles (i.e. an exploit because there are insufficient players on the map to stop this from happening--and it's something that clearly isn't an issue in RL).

There is a kind of exploit if the asset is a Forward Outpost because it means that players could intentionally avoid destroying it to rob the enemy team of 1 of the 4 available FOs. Of course, this is only an "exploit" if the enemy has no commander, who would normally use the 'Remove' function to destroy the asset if needed. But that just penalizes teams who don't bother with commanders....and that's always good IMO.

Here's how it works in v0.85 (for those like me who have bad memories):

Forward Outpost must be built within 50m of 2 Supply Crates (Supply Crates can be dropped anywhere).

HMG/AA (firebase) must be built within 150m of a Forward Outpost.



Quote:
Originally Posted by Jonny View Post
Simple, clear system to affect spawning when the CPs change ownership.
Again I naively thought this was the case already. (Checked manual, doesn't say much about spawning at FOs or RPs; there doesn't appear to be any limit--the only way you can stop players from spawning at FO is to have 3 guys near it, or destroy it.)

Players shouldn't be able to spawn in radii of enemy-controlled CP (flag) for a similar reason as the firebase exploit: it's assumed that you control the area so setting up a FO right in their midst without first capping the flag is unrealistic (in RL you'd be under constant attack, but this is difficult to simulate with few players).

(That said, it would be nice to get an automatic warning that enemy players are nearing--let alone capturing--one of your CPs, so that you can at least try to get back and defend it.)


Quote:
Originally Posted by Jonny View Post
Lines should be drawn on the COs map, by a python script, to show the territory your team is 'in control' of. So the CO becomes more important too.
What about just a warning icon in the main view HUD that appears when you are in the radii of the enemy flag? Ideally, you would want both though.
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Old 05-28-2009, 06:42 PM   #19
Jonny

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Default Re: Limit Firebase Building Locations

Quote:
Originally Posted by sickly View Post
What about just a warning icon in the main view HUD that appears when you are in the radii of the enemy flag? Ideally, you would want both though.
Not really, you should only be able to push it if you are smart enough to use your move marker or have a CO.

Sinse the move marker is easy enough to use that a gecko could place an FO in a place where people can spawn on it over 99%* of the time, I dont think any other help is needed. People are, after all, supposedly smarter than geckos.





* this requires some proper testing, does anyone own a gecko?

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Old 05-28-2009, 06:47 PM   #20
Smuke

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Default Re: Limit Firebase Building Locations

Sort of agreed.

How abot firebases can only be 150m from a friendly capped flag, if it goes neutral you can't spawn on it, and vice versa.


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