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#1 |
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Captureable commander assets? (Firebases & Bunkers)
Should there be some system of capping a bunker or firebase? / Should Firebases and Bunkers become capturable.?
What I would like to see discussed is….. Firebases & Bunkers can be capped in a similar way to Flags… Bunkers & Firebases can only ever be spawned at, if YOUR commander placed them. You cannot spawn at a captured fire base or bunker, but you can get ammo and kits from them. If you capture an enemy firebase the enemy cannot place another until the captured one is destroyed or recaptured back. If you capture an enemy bunker the enemy cannot place another in that area, until the captured one is destroyed or recaptured back. This is the basic concept…. There are details to be worked and discussed. What do you think? edit: its more about denying your enemy and adding a little extra for the attackers to think about.. i.e. do we have enough force to capture it or should we destroy it asap. |
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Last edited by MadTommy; 11-13-2007 at 05:38 AM..
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#2 |
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...Add a ticket bonus if you keep the captured bunker or firebase for more than 10 mins for example, as happens with your own at present.
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#3 |
![]() Join Date: Feb 2007
DenmarkLocation: Denmark
Posts: 1,443
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Good idea
Would be great instead of just people spawnraping them |
![]() Jihadder of 1 spambot I don't want to see a Flaming camel waving his e-penis on the wing of a typhoon. - GrayeKnight |
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#4 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,672
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So long as it stops being spawnable with a little damage, ie a few grenades, it will work very well. It should also count as one of yours if capped, not just stop you placing more.
I dont see the problem with letting the enemy spawn at it, they have taken it so surely they deserve to spawn at it until it is damaged. Maybe this can be extended to totally placeable flags, in the form of a bunker. So maps really will be different each time they are played. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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#5 |
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PR Lead Coder
![]() ![]() Join Date: Jun 2006
BrazilLocation: Campinas, SP
Posts: 4,225
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Will be really hard to code it. Don't think it's a good idea.
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#6 |
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PR Operations Lead
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wouldn't work too well combined with AAS, but if it had its own game mode dedicated too something like this may work, but would take a hell of alot of work most likley both from a mapping and coding perspective.
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#7 | |
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#8 |
![]() Join Date: Apr 2007
United KingdomLocation: Peterhouse college, Cambridge
Posts: 2,672
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A compromise could work...
dont treat firebases or bunkers as actual flags, but make a 'flag' object for the COs to place on a map which is rather devoid of flags. Once it is placed it is not destroyable. It does not act as a spawn point. to bunkers, firebases and rally point they act like a flag and they show up on the map. they would be seperate objectives to the primary AAS flags, but would affect tickets more than bunkers and firebases. |
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Ballistics + Zeroing !!!Nedlands1 for [R-CON]!!! (Done) !!!Nedlands1 for [R-DEV]!!!
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| assets, bunkers, captureable, commander, firebases |
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