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02-15-2006, 04:26 PM #1
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AAS / Domination (supply-lines)
I'm not too sure how TG feels about these modifications. I'm not too fond of the AAS modification because it's extremely linear and limits you way too much in which bases you can attack (it's a straight line). However, the older domination mod allows you to setup supply-lines between the bases and create a lattice system to keep enemies from sneaking behind your 'lines' and capturing bases you've already secured. I love this style of gameplay and think it's world above the 'flag-hopping' we see now.
What about it's inclusion into the tactical-mod? I'd be willing, of course, to write the required code to make the maps TG plays compatible. Server messages along the top of the screen inform users of which bases are capturable based on the bases they currently hold.
Thoughts and opinions?
Here's a link to the old domination mod: http://users.tpg.com.au/markschu/
In conclusion, the AAS mod is linear. You at all times only have one base you can capture and one base you are defending. In the Domination mod, you may have multiple bases available to capture and multiple bases you need to defend. With the extreme amount of teamwork in the TG, I think the Domination mod would be excellent: one to two squads defending, with two or three attacking squads. Wow is about all I can say.It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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02-15-2006, 04:30 PM #2
Re: AAS / Domination (supply-lines)
We have experimented with the AAS mod a couple of times, both in the league and the private server. I am not sure how well it was received, but I personally am not a fan of it at this stage.
I don't know much about the domination mod.



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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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02-15-2006, 04:35 PM #3
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Re: AAS / Domination (supply-lines)
Like I said, AAS is horrible. It limits you to only one base you can attack. The lattice system in the domination mod is a lot better. Check out these examples:
http://users.tpg.com.au/markschu/map...64_menuMap.jpg
http://users.tpg.com.au/markschu/map...64_menuMap.jpg
These supply lines are fully modifyable and adjustable also. Nothing like the AAS mode.
In addition, since tactical-mod is downloadable we may be able to swap out the map loading image shown when players are loading to show the supply-routes as to avoid confusion. I haven't confirmed this however.It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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02-17-2006, 01:07 PM #4
Re: AAS / Domination (supply-lines)
looks cool - be interesting to play test it though... as there's no hope of caping a rear flag, my only concern is that the mindless river-standoff that happens at karkand might get reproduced on other maps... where there's a no-man's land that neither side can cross...

|TG-12th|WhiskeySix
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02-17-2006, 01:20 PM #5
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Re: AAS / Domination (supply-lines)
That's a good point W6. Most of the standoffs that happen now are because spawn times aren't long enough. By the time you'd get halfway across the river the guys you killed to get that far were already respawning. With the TacMod, the river standoff on Karkland shouldn't be too bad, especially if you had some snipers and a few support gunners mowing down the crossover area. This would make way for a squad to cross and setup a position while the other team was waiting to respawn. At that point, it becomes a matter of which side ahs the best marksmen and teamwork.
It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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02-17-2006, 02:28 PM #6
Re: AAS / Domination (supply-lines)
Tzefanya,
Do you think mods of this kind can make the game less enjoyable due to the restriction of freedom and strategic elements?
Think of it, having back bases is adding a big strategic element into the game. Will you defend them or risk it and concentrate your forces frontline, if you will defend, how you are going to do it? A static or dynamic defense?
And the other side: Where are the forces of my enemy? Are they concentrated in frontline or defending all bases? Can I make a covert operation to surprise them?
In the end, when played with the proper set of mind (tactical gamer), current state of conquest mod offers a lot more than AAS or domination in my opinion.
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02-17-2006, 02:35 PM #7
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Re: AAS / Domination (supply-lines)
John, in my opinion, the conquest mode makes it impossible to defend and attack all your base options; you never have enough troops available to you. You have two options. You can choose to attack and takeover a new base, giving up the one you had, or you can stay and defend. Again, this is just my opinion, and completely depends on the number of players.
If the server is full, you'll have probably 6 squads or less. Assuming each map has 8-9 control points, you'll never have enough forces to attack and defend what you already gained. To me, it's flag hopping. Its very annoying to have to go back to a base you already conquered because some squad decided to take a 'covert operation' (aka, easy way out) and go take a base that's either lightly defended or not defended at all.
If they want to flank in the domination mod they are still capable of doing so. There aren't any rules that say from which direction you have to attack a base. Heck, I don't care if they travel all the way back to your HQ base and get all your armor (if you leave it there) then come and attack you from behind. I simply hate jumping around from flag to flag to flag.It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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02-17-2006, 02:50 PM #8
Re: AAS / Domination (supply-lines)
Do you think we can solve the problem by keeping the maps size same and reducing the number of flags?
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02-17-2006, 02:55 PM #9
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Re: AAS / Domination (supply-lines)
That's certainly a viable option. Back when I ran a server, I ran 64 players on 32 player maps; that seemed to help considerably, but it wasn't perfect. After that I installed the domination mod and everyone seemed to love it. This was quite a while ago as I've been away from BF2 for awhile and only recently got back into the game. It may be worth trying, keeping the 64 player map size but and eliminating the number of flags by 2-3 per map (depending on the map).
I'm not forcing anything on the community, I'm knew here and only wanted to post ideas. My thought was for the domination mod to only be used in conjunction with the TacMod and not on the 'normal' server (even though the mod is server side only).It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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02-17-2006, 05:38 PM #10
Re: AAS / Domination (supply-lines)
That seems a viable option to me. I feel most maps have one or two flags too many. What could also help is adding UCB's if that is possible, making cappable flags now uncappale. If there are enough players on, the whole terrain would still be used to flank.
Originally Posted by John CANavar
On the other hand, I have played the domination mod, only a little time, and It seemed to work well.
But choosing the best setup for which flags can be taken and when, is not easy at all and needs alot of testing for it to be done right.What it's like to play online games as a grown-up:http://s3.amazonaws.com/theoatmeal-i...e_gaming/1.jpg
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02-17-2006, 07:07 PM #11
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Re: AAS / Domination (supply-lines)
When updating maps for Tactical Mod, one of the things we potentially do is remove extraneous flags. We follow a general rule that 16 player maps should have no more than 3 or 4 flags, 32 player maps no more than 4 or 5, and 64 player maps no more than 6 or 7. We also adjust bleed so that the team controlling the majority of the map always has bleed. In the case of a 64 player map, this would only require 4 flags, at most, to hold bleed. A full squad could be defending each of those flags and you'd still have 8 other players in specialty or additional squads doing other tasks. And then on the server admin side we make sure that we're playing the right sized maps for the number of people on the server. All this together seems to have eliminated most "flag hopping" issues.
Originally Posted by Tzefanya
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