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| PR Suggestions : Suggestions from our community members. |
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#11 |
![]() ![]() Join Date: Mar 2007
United KingdomLocation: Near Leeds
Posts: 1,501
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Re: AAS Flag Neutralisation
I think it's a good idea, but it would be much better if you ask me if bunkers were a substitute for squaddies. So if a flag got taken, a squad would have to wait until a bunker was put up on the flag. Not sure if this would work out all the time due to the amount of flags on each map, and the number of bunkers available (can't remember how many it is now).
Commander wouldn't be a problem, cos in the next patch there doesn't need to be a commander present to construct any assets. |
![]() I'm a PC! And I use a badly written Microsoft operating system like the vast majority of PC users thus discrediting your individuality based retaliation to Apple marketing. |
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#12 | |
![]() Join Date: Jun 2008
United States of AmericaPosts: 351
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Re: AAS Flag Neutralisation
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#13 |
![]() Join Date: Jan 2008
Location: Down Under
Posts: 97
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Re: AAS Flag Neutralisation
i like it but on pub matches it would be a great problem...
maybe all 64 player versions could have it implemented that you need people or a bunker/commander placed object to be placed to stay in control... |
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#14 | |
![]() Join Date: Jun 2008
United States of AmericaPosts: 351
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Re: AAS Flag Neutralisation
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It'd also be like in real life, the forces could choose to just leave it, and not defend it. But then with noone there to protect it it's easy for the enemy to come in and set up a base. Which is why ingame it'd go neutral. It makes perfect sense, and would be realistic. And in the end, realism is what we all want from PR. | |
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#15 |
![]() Join Date: Feb 2007
Location: germany
Posts: 269
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Re: AAS Flag Neutralisation
the hardcoded attackwish of most players is too serious that it could be handled by just that flag going grey. ive seen a couple of hundret rounds where players got their asses handed out at the end but still even expierenced players dont get the sense of defending.
i suggest to go classic style and benefit / punish a good defence and a bad defence with kit accesses/restrictions. a team looses a flag = loose special kit or asset amount + receive neg points, double the negpoints if commanderorders had been disregarded. defended flag for amount of time and/or against amount of enenies = benefit wth kit access or assets. then, somehow bind the defense work benefit to individual players. hard and strictly rules to make the players think of whats AAS says : advance and SECURE. each server i play on(and that means nearly every Northamerican and european servers) i expierience 50 % of rounds suffering utter fails regarding defending. theres no fun, not even for attacking forces, if theres no fight for the objektive. |
![]() xfire: tobakfromcuba |
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