Welcome to Tactical Gamer

+ Reply to Thread
Page 1 of 2 12 LastLast
Results 1 to 15 of 28
Discussion: Battlefield 2 / Battlefield 2 - Map & Mod Development - instant capturing - I have this Idea I want to tried out. It involves a big capture area
  1. #1

    Ol'Smoke's Avatar

    Join Date
    Aug 2005
    Location
    Netherlands, Tilburg
    Age
    32
    Posts
    248

    instant capturing

    I have this Idea I want to tried out. It involves a big capture area (I figured that out) and the flag should be captured the second someone of the attacking team steps in the capture circle, no matter if there are defenders in the circle.

    Is this possible? How?

  2.  
  3. #2

    asch's Avatar

    Join Date
    Oct 2003
    Location
    Lake Wylie, SC
    Age
    36
    Posts
    11,578

    Re: instant capturing

    I believe this could be done through a mod but I don't think it can be done strictly through the map. You can set the times down very low in the map but you still need to have more players than the other team in the vicinity.

  4.  
  5. #3

    Ol'Smoke's Avatar

    Join Date
    Aug 2005
    Location
    Netherlands, Tilburg
    Age
    32
    Posts
    248

    Re: instant capturing

    What about if I set the flag to be neutral from the start and make it capturable by the attackers only, will the attackers still need more players in the vicinity?

  6.  

     
  7. #4

    Kilrogg's Avatar

    Join Date
    Jun 2005
    Location
    Montreal, Canada
    Posts
    1,399

    Re: instant capturing

    the "takeable by team x" function doesn't actually work so you can't make a flag capturable only by one team without a mod

  8.  
  9. #5

    icky's Avatar

    Join Date
    Jul 2005
    Location
    Ottawa Valley
    Posts
    6,152

    Re: instant capturing

    Quote Originally Posted by Kilrogg
    the "takeable by team x" function doesn't actually work so you can't make a flag capturable only by one team without a mod
    Ya, this doesn't get checked by the stock logic.
    Peace through fear... since 1947!

  10.  
  11. #6

    JimmyTwoHand's Avatar

    Join Date
    Dec 2005
    Location
    Birmingham, England
    Age
    31
    Posts
    1,859

    Re: instant capturing

    How far can you extend the flag cap radius? Would it be possible to make it large enough to cover a city block or a large section of forest for example and thus move the focus away from a flag and instead to an "area of control"



    Quote Originally Posted by Ribbons
    The tactical and strategic application of textile accoutrements is a constantly underrated part of battle.

  12.  

     
  13. #7

    matt_g_geier's Avatar

    Join Date
    Apr 2006
    Location
    Minneapolis / St Paul USA
    Age
    30
    Posts
    240

    Re: instant capturing

    Oo nice .. that would eliminate the defence of C4 on the flag. I could see new tactics with that. Good one!
    [TG-Irr]Vulcher
    Defence Ribbon

  14.  
  15. #8

    Ol'Smoke's Avatar

    Join Date
    Aug 2005
    Location
    Netherlands, Tilburg
    Age
    32
    Posts
    248

    Re: instant capturing

    Quote Originally Posted by JimmyTwoHand
    How far can you extend the flag cap radius? Would it be possible to make it large enough to cover a city block or a large section of forest for example and thus move the focus away from a flag and instead to an "area of control"
    Yep that's the plan, you can make the capture area as big as you want. I plan on making a map with a battle concentrating on one (choke)point, with only one flag in it. In this scenario no one has to defend and occupy bases with a risk of doing nothing for the entire game. Every player is involved in the battle. There will be no situation changes (flags changing) because the moment the flag is captured by the attackers the game is over. This makes it possible to actually plan a attack and plan a defence. The downside is that if there is no communication and organisation (pubs) the attackers will never win because of the linearity of the map. Im trying to make this gamemode for tacticalgamer and likeminded communtities.

  16.  
  17. #9

    icky's Avatar

    Join Date
    Jul 2005
    Location
    Ottawa Valley
    Posts
    6,152

    Re: instant capturing

    Quote Originally Posted by JimmyTwoHand
    How far can you extend the flag cap radius? Would it be possible to make it large enough to cover a city block or a large section of forest for example and thus move the focus away from a flag and instead to an "area of control"
    You can make it as big as you want, but how do you define control of an area? AAS had a large radius on some of the flags and we didn't find it very enjoyable playing the game of hide and seek around the flags. With proper flag spacing maybe you could create something fun.

    One of the ideas I was thinking of suggesting for Tac Mod was a change which would cause unguarded flags to neutralize by themselves. This prevents you from moving ALL of your troops to the front after you cap back flags. The only problem is that this means some poor sap is always forced to sit alone on every flag, and the game already provides incentive to protect your back flags, since people can sneak through and take them if you don't.

    That said, maybe a "guard radius" could be set up where if you really have nobody even remotely close to a flag, it self-neutralizes. I think I'm having run-away thoughts...
    Peace through fear... since 1947!

  18.  

     
  19. #10

    Ol'Smoke's Avatar

    Join Date
    Aug 2005
    Location
    Netherlands, Tilburg
    Age
    32
    Posts
    248

    Re: instant capturing

    The problem with having more then 1 flag in a map is that of 'logistics': being at the right place at the right time.

    Example: say you are in a well organized squad with 6 people. You want to attack flag x. How many defenders has that flag? It can range from 0 to 32 players. Most importantly, how many defenders there are is completely beyond your squads control. Only if the flag is defended by 6 players you get a fair battle where tactics and organisation determine the outcome. In all other cases the outcome is determined by the number of players that are there, it becomes more or less a case of being lucky. Even one lonewolf can easily capture flags, as long as he has the luck that there are no defenders prestent.

    The second advantage of maps with one flag is that the map situation doesn't change. That slows the game down, makes it less chaotic and you will be able to actually plan attacks.

    The third advantage is that you don't have players occupying bases and not doing anything.

  20.  
  21. #11

    Lucky Shot's Avatar

    Join Date
    Aug 2005
    Posts
    4,636

    Re: instant capturing

    What about having 2 UCB's on either side for spawn points, and then flags that you can control for bleed, but can't spawn on the flags? If you die, it's spawn on the SL or at the UCB. That way there is no advantage to holding the flag for spawn purposes.

    Lucky Shot

  22.  
  23. #12

    Ol'Smoke's Avatar

    Join Date
    Aug 2005
    Location
    Netherlands, Tilburg
    Age
    32
    Posts
    248

    Re: instant capturing

    Quote Originally Posted by Lucky Shot
    What about having 2 UCB's on either side for spawn points, and then flags that you can control for bleed, but can't spawn on the flags? If you die, it's spawn on the SL or at the UCB. That way there is no advantage to holding the flag for spawn purposes.

    Lucky Shot
    I don't get it, what would be the purpose of that?

    You still need to occupy those bases for ticket bleed.

  24.  

     
  25. #13

    Lucky Shot's Avatar

    Join Date
    Aug 2005
    Posts
    4,636

    Re: instant capturing

    It seemed that your intent was to take away the advantage gained by defenders who can spawn at a defended flag. If the flag immediately changed sides the second an attacker entered the radius, then the defenders would then turn into attackers flipping the flag immediately back and forth until all enemy were eliminated in the area.

    Secondly, if all it took was 1 attacker in the area instead of a quicker change with more people, the end result will be more lone wolfing, less tactical gaming. You don't need to wait for your squad now, only 1 guy could flip the flag.

    If the intent is to remove the advantage of using immediate force to bear, then remove the ability to spawn at non ucb flags. Otherwise, I can't see why allowing 1 man to steal a flag from a defending squad could be a good thing.

    Lucky Shot

  26.  
  27. #14

    Ol'Smoke's Avatar

    Join Date
    Aug 2005
    Location
    Netherlands, Tilburg
    Age
    32
    Posts
    248

    Re: instant capturing

    The reason why the flag is captured regardless of defenders in the circle is to force defenders to defend the area leading to the flag. They have to control the area leading to their flag so no one gets trough.

    The flag will not switch back and forth because it will be made capturable by the attackers only.

  28.  
  29. #15

    JimmyTwoHand's Avatar

    Join Date
    Dec 2005
    Location
    Birmingham, England
    Age
    31
    Posts
    1,859

    Re: instant capturing

    You can make it as big as you want, but how do you define control of an area? AAS had a large radius on some of the flags and we didn't find it very enjoyable playing the game of hide and seek around the flags. With proper flag spacing maybe you could create something fun.
    At the danger of hijacking im going to briefly expand on this...

    I was thinking of some of the custom maps ive seen being designed for tacmod and the comp. In particular kilroggs map where you have a flag surrounded with buildings and cover and a forested area also with lots of cover surrounding it. If played with a normal radius i think a lot of the time you will have a buggy piling into the buildings and everyone disgorging leading to a mad minute of firing and then one side quickly comes out on top.

    If you had a flag radius which encompassed the flag and the forest surrounding you could have a squad move up to the forest cover and the flag would then be contested from a distance which never really happens at the moment. All the emphasis is on quickly getting to the flag.

    With a little open ground between the flag and forest you then have something of a standoff. The defenders can engage from a distance and the attackers can choose to either stand off or move in. It also adds another defensive challenge, do they keep their cover and fight from it or try to move out and flank the attackers.

    It also means that the attacking squad could (if their long range fire was accurate enough) turn the flag neutral before moving in meaning both sqauds would have to guard their manpower as neither has a flag to spawn on and immediately reengage.

    I could be missing something obvious though and this probably needs a custom map which i just dont think i have the time get into making with all my other TG commitments.

    It just seemed to me that this would shift the emphasis from the flag to the men guarding the flag. You hhave to take out the squad not the 10 meters around the flag.



    Quote Originally Posted by Ribbons
    The tactical and strategic application of textile accoutrements is a constantly underrated part of battle.

  30.  

     

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts


  
 

Back to top