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Discussion: Battlefield 2 / Battlefield 2 - Map & Mod Development - 50% + 1 ticket bleed mod status - Last I heard Dragon Valley is the only map that has been modded to have
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    50% + 1 ticket bleed mod status

    Last I heard Dragon Valley is the only map that has been modded to have 50% + 1 ticket bleed. What is the status of modding Kubra Dam, Operation Clean Sweep, Sharqi Peninsula, and Strike at Karkand? If it is a matter of resources I am willing to help get this done.

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    Tempus's Avatar

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    Re: 50% + 1 ticket bleed mod status

    Clean Sweep is also done. The others will probably not be done before the patch. We would have to redo them at that time anywa.



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    3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.

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    Re: 50% + 1 ticket bleed mod status

    Actually, I got hung up because I was trying to fix other bugs along the way, then we got close to 1.03 and decided to hold off for the moment.

    I do have something you can help with. I will PM you soon.
    Peace through fear... since 1947!

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    Re: 50% + 1 ticket bleed mod status

    If you need more hands on deck, I offer my services.

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    Re: 50% + 1 ticket bleed mod status

    Quote Originally Posted by Tempus
    The others will probably not be done before the patch. We would have to redo them at that time anywa.
    Ahh, good point. Are we planning to immediately add bleed to all of the above maps right after the patch comes out?

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    Re: 50% + 1 ticket bleed mod status

    Well, I don't know.. Some people were saying that the bleed on Dragon Valley, for instance, actually hurt the Chinese more than helped. Clean Sweep definitely needs it, Kubra Dam probably, but I'm not sure about Karkand and Sharqi. What do you guys think?



    -- Suits are what you wear when doing things you shouldn’t want to do anyway.

    FROM THE TACTICAL GAMER PRIMER.
    3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.

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    Re: 50% + 1 ticket bleed mod status

    Quote Originally Posted by Tempus
    What do you guys think?
    I'm for 50% + 1 bleed on all maps. I think there should be a penalty for not being able to hold at least half of the map. And I think it's especially important on Karkand and Sharqi. Without bleed there's virtually no reason to leave your base. Just take cover from arty and shred the enemy as they try to come through the choke points. Also, with bleed you could lose your base and still have a decent chance of winning the round by holding the majority of the rest of the map.

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    Re: 50% + 1 ticket bleed mod status

    We'll need to see if they did any balance tweaking on the maps. We will spend some time back on the default settings in 1.03 before we

    On TG, we run the maps with a higher initial ticket count than what the maps were designed for, and I think that factors into the way the map plays. On assault maps, the defending team is supposed to build up an insurmountable lead at the start, and the attacking team is supposed to overcome that lead by crushing the defenders right out of existance. With the high ticket count, that lead becomes meaningless, even if the defending team controls the map for a long time.
    Peace through fear... since 1947!

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    Re: 50% + 1 ticket bleed mod status

    Quote Originally Posted by icky
    On TG, we run the maps with a higher initial ticket count than what the maps were designed for, and I think that factors into the way the map plays. On assault maps, the defending team is supposed to build up an insurmountable lead at the start, and the attacking team is supposed to overcome that lead by crushing the defenders right out of existance. With the high ticket count, that lead becomes meaningless, even if the defending team controls the map for a long time.
    I think that's a great analysis of why the assault maps don't work well on TG. With 50% + 1 bleed I think the advantage of starting out with all of the flags and possibly holding bleed for awhile balances the disadvantage of having a capturable base.

    I think this makes for quite interesting gameplay. The attackers have multiple ways of accomplishing their objective. Take a risk and go for the enemy base, play it safe and try to hold the majority of the map, or possibly some combination of the two. This requires the defenders to really be on their feet, ready to respond to multiple scenarios.

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