|
|||||||
| PR Suggestions : Suggestions from our community members. |
![]() |
|
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#1 |
![]() Join Date: May 2007
GermanyLocation: Brunswick
Posts: 397
|
Promoting the Defense of a CP
Just a few minutes ago, I read about the problem that once a CP has been captured, usually most of the Team rushes towards the next one.I also have experienced this quite a lot and it is rather stupid.
I spent this issue some thought, and came up with an idea, that might work, and even more, might be possible to do. So,basically the idea goes like this: On every (or just on some) CP we have now, we put another captureable flag at exact the same location as the other one. For further explanations, I'll call the original one the Point-Flag and the new one the Consolidation-Flag. Now, for both teams the new AAS-Order in which the flags are to be captured would look like this: First the Point-Flag at one place, then the Consolidation-Flag at the same place, then the Point-Flag at the next place, then the Consolidation-Flag there, and so on. So,now to the function of them: the Point-flag just takes the usual time to capture, and gives the team the usual bonus ticket-wise. The Consolidation-Flag on the other Hand takes a good deal of time, I'd say around 10 minutes, but the exact amount of time is up to testing. Only when the Consolidation-Flag is captured the team can move up to the next location. This would simulate of securing a captured outpost and establishing a perimeter. The Consolidation-Flag would go down rather fast (Around 30-Seconds), but remember that it is only accessible by the other team once the Point-Flag was brought down. Assuming that the placement of the new flags isn't too much trouble mapping-wise and that the AAS-Orders can be different for both teams, this could turn the current rushing into a more deliberate, planned advancing. So, what are your thoughts on this? |
|
|
|
|
|
|
#2 |
![]() Join Date: Oct 2007
Location: USA
Posts: 327
|
I like the idea, as it would retain CP defensive posture and promote better teamwork. Far too many times have I seen half of our force rush off to the next flag when it can't even be taken yet, only to find our current A flag taken by the enemy. This is like leaving your pants down in prison, you're just asking to get poked.
I also feel that this would give the commander more reason to fortify the CP's. After all, they do have assets and fortifications they can emplace, but rarely do I see a commander actually use those items. Bunkers, wire, sandbags, etc should be set up before moving to the next flag. Not only does it extend your spawn points closer to the front lines, but it provides a fortified position to fall back to if necessary. |
|
|
|
#3 |
![]() |
...sounds like a good idea.
|
![]()
|
|
|
|
|
#4 |
![]() Join Date: May 2007
United KingdomLocation: Edinburgh
Posts: 834
|
One of the best ideas I've heard in a while!
It should only be used on important flags though, not every flag. Where it is possible to maintain a defensive perimeter and large enough to accomodate 32 players. |
|
"So tell me just how come were the Taliban
Sat burning incense in Texas Roaming round in a Lexus Sittin’ on six billion oil drums Down with the Dow Jones, up on the Nasdaq Pushed into the war zones." Ingame: <1sk>Headshot |
|
|
|
|
#5 |
|
PR Lead Forum Moderator
![]() ![]() |
Would be an interesting thing to try out in a large-scale Beta. I suspect it'd either work very very well or very very poorly.
|
|
The most popular PR server in the UK - [T&T] Tactics and Teamwork - NOW running a second server - Server 1: Mixed Mode / Server: 2 INS Only! ![]() ![]() ![]() ![]() |
|
|
| Sponsored Links | |
|
|
#6 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,672
|
I may not have understood this, but I think that this would just slow it down, so you could not advance at all without the second flag.
A better way, possibly what you meant, would be to allow advance and securing of forward flags, but capping the second takes a LONG time and is VERY slow to fall, so once you have it then it will take a while for the enemy to 'dislodge' you from the dug in position you should have had time to make. Teams that advance quickly with no defending can get beaten badly, but one squad defending can stop the enemy in their tracks and swing the game in your favour if you can hold that flag. |
|
Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
|
|
|
|
|
#7 |
![]()
![]() |
IMO presently if you don't defend you loose. Simple as that. That is a massive incentive in PR.
I think with your system there is a chance that tactics will be reduced, teams will dig in, game play will slow up. Commanders and Squad Leaders decide what and when to defend... i like it that way, good ones will defend when needed, bad ones will only ever attack. |
|
|
|
|
|
|
#8 |
![]() |
I don't quite understand I quess.. Can someone explain it (in short) in newbies-english?
|
|
|
|
|
|
#9 |
![]() |
nice idea.
|
|
|
|
#10 |
|
PR Community Event Team
![]() Join Date: Feb 2007
AfghanistanLocation: Tora Bora
Posts: 7,269
|
Rather complicated idea there, I was actually thinking about the same thing and I think, we should put a delay, before you can capture the next flag. Right now, as soon as the flag is up, the A marker pops up on the next flag, everyone immediately rushes there and forgets about the D on the flag, they just capped.
A 2-3 minute delay before the next CP can be capable should slow this down, IMO |
|
[R-DEV]Gaz: Shout "WE R L33TZ" at the MD, sucker punch him, then teabag him while shouting "WHO OWNS YA? WHO OWNS YA? SAY OUR NAME! IGI! IGI! IGI! OFP2 Beta plz?"
|
|
|
| Sponsored Links | |
![]() |
|
| Bookmarks |
| Tags |
| defense, promoting |
| Thread Tools | |
| Display Modes | |
|
|