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06-26-2006, 07:46 PM #46
Re: Incense Road (Custom Tac Mod Map - No Flags)
Originally Posted by asch
Thanks asch!
I had a similar idea as well so I'm glad you think this might work. What I was thinking of was a TG vs. TG scrim using this concept. The scrim starts in the middle, the teams battle, and after the round the admin overseeing the scrim selects the next map based on the results of the last round.|TG| LoyalGuard
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06-26-2006, 07:50 PM #47
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06-26-2006, 08:48 PM #48
Re: Incense Road (Custom Tac Mod Map - No Flags)
Yep, a new game mode could probably do this automatically.
Originally Posted by black death5
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06-26-2006, 09:22 PM #49
Re: Incense Road (Custom Tac Mod Map - No Flags)
I like the idea! I guess I'd still like to try the original plan, but this one sounds good too...
My only concern w/ the flags would be that squads would spread out to cover the zone, rather than patrolling together as a more tightly integrated unit...
<shrug> I guess first things first though - after the map's built, we can play around with the game play elements

|TG-12th|WhiskeySix
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06-26-2006, 09:27 PM #50
Re: Incense Road (Custom Tac Mod Map - No Flags)
I agree. I too want to try both types. I think the good thing about this design is that it should be easy to adapt for both styles.
Originally Posted by WhiskeySix
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@All-
Okay, I'm still open to concept feedbackand suggestions...but I am going to start building...muhahaha!|TG| LoyalGuard
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06-26-2006, 11:04 PM #51
Re: Incense Road (Custom Tac Mod Map - No Flags)
Originally Posted by WhiskeySix
I am with the Dude.
as a democrate, I want to go with what the majority of the TG community wants. I lobbied like no other, but did not get the job done.
This new concept seems like a differnt flavor of the same soda brand.
YOur original idea was creating a brand new product and all.
One last Warth of Kain stab. The "Death Match" as it is so wrongly called would prepare the TG community for the future of gaming. What is Ric talking about now!!
In the future, there will be games with more players on each side. Example, 80 vs. 80, or 120 vs 120. WE would be well ahead of the learning curb with the "DEath Match" map. HOw so Rick?
currently there would be 32 players vs. 32 players. Well, we could work on our manuvers and attacks with more squads, heck the whole team. This practice will prepare us for when their are tons of players on a map and many squads (6-10 players) or plattons (25-40 players). When these types of games come out TG would be outstanding with all the collective thousands of hours logged in on this nich of game play.
/goes back to bangging head against keyboard
P.S. i spelled democrate with a lower case letter and not a capital one.Last edited by Rick_the_new_guy; 06-27-2006 at 01:05 AM.
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06-27-2006, 07:15 AM #52
Re: Incense Road (Custom Tac Mod Map - No Flags)
Huh?
Originally Posted by Rick_the_new_guy
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06-27-2006, 12:17 PM #53
Re: Incense Road (Custom Tac Mod Map - No Flags)
I respect the collective opinon of the TG community
With the original idea (Three UCBS each side) , the team that coordinates best with multi squads should come out on top on fire fights cause they will have more guns than the enemy in random fire fights.
In the future, i imagine that their will be more players on the server. I hope that in ten years it will still not be 32vs. 32 on this genre of games.
Presently, we mostly see single squads moving to a position to do what ever. Multi squad movement to take a position or get into position is quit common also. Taking three plus (full)squads and moving them in a coordinated attack does not happen very often, except in the biggining of certain maps. Having the entire team move in one flued mechanized movement is very rare.
Here is my point, Currently we can have 32 players on the maps. With the original idea (only UCBs) the entire team (32 players moving in a coordinated fashion as a unit) can coordinate attacks and movements on the Battlefield. This will give C.O. and SLs practice and experiance in this type of strategy.
Like i said, this will be the norm in the future of gaming. Example. A map were it is 128vs128. Lets say three are 5 flags on a map. The C.O. wants to take x flag. INtel reports that there are 25-30 defenders at the positoin. Well about 5 squads (6 members/squad) would make your attacking force 30, and that's what is the C.O. decides to attack the position (30 warriors) with. In our time period, June 2006, this would be seen as a death match for some reason(?). I mean 30 players engaging in combat at hitting each other would be a huge battle, and it will be common in the future.
Now if we practice today, with using the entire team as a unit and practice cross fire manuvers, and defide and conquar with pincer movements manuvers (just two examples) we would be ahead of the curb when we will need to do this in the future. Plus we get to work on our Melee fighting in close quarters. I can see it know, two squads are left (12 warriors), they are nearly surronded, they form a wagon wheel formation. They are in tall grass so they throw grenades at the enemy so as not to give their position away while they try to move in a direction away from the enemy. The rest of their team is in total disorray and are nearly destroyed to the last man. Their SLs tell their guys: "Higher higer (the C.O.) is sending in a reaction force to get us out of here" they are moving out now E.T.A. 2 minutes. (a very short time ideed, hope no one gets bored) The two squads radio guys (on teamspeak) help coordinate the squads retreat. Too late the enemy has their position (Thankss to the arcade ability to see on the bottum left of the screen who u killed, the enemy now knows the General Custered like squads position. The enemy (nearly the whole team out of 32) moves in to cut the hidding enemey in to finish the job. (am sorry folks if this is Death Match material then sign me up!!) By now the General Custured squads are down to 9 warroirrs. They are out numbered 3/1. Will the reaction force get there in time?
I'll let you know in the future when this type of game play is the norm.
In the mean time i'll make due with what is handed to me.
/ goes back to pulling his hair outLast edited by Rick_the_new_guy; 06-27-2006 at 12:35 PM.
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06-27-2006, 02:29 PM #54
Re: Incense Road (Custom Tac Mod Map - No Flags)
But what's the objective? What are you fighting for? Just for kills?
Originally Posted by Rick_the_new_guy
No, I don't see deathmatch coming to TG anytime soon... I mean, this is how multiplayer FPS games started, and it has evolved beyond that. I don't see it devolving back to such a boring format anytime soon.Become a supporting member!
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06-27-2006, 03:35 PM #55
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06-27-2006, 08:44 PM #56
Re: Incense Road (Custom Tac Mod Map - No Flags)
Rick, it sounds like your objective is to control the whole map. So basically it's one central flag with a huge radius.... though it looks like a flag radius is maxed out at 100.
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06-27-2006, 09:00 PM #57
Re: Incense Road (Custom Tac Mod Map - No Flags)
asch, while playing with the BF2 Editor / Level Editor I made radii at least 500 (I did not try to play it though) does it revert back to 100 in actual gameplay?
Originally Posted by asch
|TG| LoyalGuard
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06-27-2006, 10:58 PM #58
Re: Incense Road (Custom Tac Mod Map - No Flags)
last post on this thread.
Like the Dude said, it would prepare squads (perhaps 1/3 of the team is partolling x area, 1/3 of the other team is partrolling z area, the last 1/3 to patrol y area) to work more as a tightly integrated unit.
The options are nearly infinite with that set up.
The objective is to kill the pricks that want to kill you!!! that is the objective!! If you win, your Platton, Company, Brigade, Battilon, Division, and Army will have more of a foot hold into the enemy territory.
Here is an example objective when the map loads:
Your Balltion is trying to secure newly aquared land. However it is desperatly close to enemy BAses. Intel states the enemy is sending out Infantry platoons to patrol and probe just how far our forces have reached into their land, and the enemy may be getting into position to prepare a counter attack. Your Battilon leader has sent his best platton, yours, platton 1, to prevent the enemy from getting close to Divisions currently made fortifications, runways, and arty instillations. You will arive at landing zone Filter. Your transport Choppers will drop you off and head back to pick up platton 2 and drop them off to your North 2,000 meters (2 Klics) away at landing zone McGraw. After securing the landing zone you will patrol west. You are in a Free Fire Zone so your mission will be to search and destroy the enemy. Taking prisoners and gathering intell will be just as important. The E.T.A. of the arty coming online will be 1 hour. If things get hot Platton 2 will be your support and will be dropped off at landing zone Filter. Good luck team.
There, how hard is it to role play here people!!!!! Good Lord!!
_____________________
How would it be good training for the future? I'm confused. You guys do know that there will be bigger maps, more players, bigger squads, and more realistic gaming in the future right?
The more we train with more squads working together to excute manuvers the better we will be when servers are built to handle 64 or 128 players on each side. larger squads and even plattons will be common place in the future and gaming. Like i wrote in the example above, what we consider a entire team today (32 players) today will be just one 1 platoon out of 4 plattoons in future games.
To he*# with the "Death Match" catch phrase, and just killing without a flag to capture. It is not about that gang, not at all. It is about improving unit integrity on the field of battle!! and becoming more experianced at large multi movements.
The future of gaming is not about "Death Match" were their are no flags, it is about more players!! WE currently do not get much experiance with multi (4+squads )working to an objective!! Why? cause there are usually almost as many flags as squads.
Enter loyals idea. Getting the team to work more as a unit. Shot all to He*@!!!
@ The Dude. i need a mean caucasian. lol.
I'm out of here.Last edited by Rick_the_new_guy; 06-28-2006 at 12:29 AM.
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06-27-2006, 11:55 PM #59
Re: Incense Road (Custom Tac Mod Map - No Flags)
@loyalguard... I haven't fully tested the flag radii limits. It could very well work that large.
@rick... I believe from experience here at TG that games where the sole purpose is to kill do not lead to anything more than deathmatch. It doesn't make a large server work cohesive together, rather it leads to players running for the next kill. Heck, we already see that on our server now with players abandoning objectives to get into the action and reach that next kill.
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06-28-2006, 05:53 AM #60
Re: Incense Road (Custom Tac Mod Map - No Flags)
It's not a catch phrase, it's a type of multiplayer FPS gaming:
Originally Posted by Rick_the_new_guy
Deathmatch is where everyone tries to kill everyone else. The person with the most kills wins.
Team deathmatch is where one team tries to kill the other. The team with the most kills wins.
This is how multiplayer shooters started. Team Fortress and, to an even greater extent, CounterStrike, changed the FPS landscape forever by introducing objectives other than just "kill the other guy". I first came to TacticalGamer because I was looking for a place where CounterStrike wasn't played as a deatmatch game. I wanted to play where teamwork and objectives were a priority. I think that's why most people come to TacticalGamer. And that's why I don't think a deathmatch map will be very popular here. Most people here simply aren't interested in reverting back to a "kill the other guy" type of gameplay...Become a supporting member!
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