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05-22-2006, 07:31 PM #1
Controlling a zone instead of a flag pole
This quote is from the most recent tacmod AAR, and i just wanted to expand on the idea of controlling zones as opposed to some flag pole. Im aware that Asch has stated that they are working on this, but we can at least hash out possible details and possible downfalls of this idea.
Originally Posted by Jimmytwohand
So first of all, every flag would needs its own capture radius. This radius cant be a set radius because all CPs are different. For instance, the Old City in daquing has a HUGE area, but the suburb in Karkand is considerably smaller.
When a zone is capped, we want to be saying that the attacking squad was able to capture because they controlled the zone. We dont want to say that the attackers capped it because they were able to keep their guys alive for a long time in some obscure corner against a bulding that is hardly in the true capture zone of the CP. For instance, you have building X perpendicular to building Y. The 90 degree angle created faces away from the true CP itself. This would be a really arbitrary way to lose a flag from or to cap a flag from. If its possible to create capture zones by using polygons instead of circles, you could easily get around this. If its only possible to use circles, then we'll just have to carefully set the capture zones.
Another important consideration is the logic behind how a flag goes neutral, and how a flag actually turns over to the opposing teams control. An attacking squad could just send all 6 guys to the outer rim of the capture radius, and turn it in their favor without even trully controlling the zone at all. Instead, i think the flag should turn just neutral if the attackers have equal to or +1 or more people in the flag radius compared to the defending squad. For instance, the attackers have 6 men alive in the zone, and the defenders have 5. The flag would be neutral. This would make it important to keep the attackers alive as much as possible, because it will make the flag neutral and therefore the opposing SL wont be able to spawn. But if the attackers are reduced to just their SL, it allows the opposing SL to spawn again. Once EVERY defender is killed, the flag finally turns in favor of the attacking squad. If the defenders's flag is neutral, it should still count toward their teams bleed. Also, if ALL of your flags are neutral because the enemy decided to attack all of your remaining flags, i think spawning on SLs should still be permissible despite not fully controlling any flag. We dont want a team to lose because the opfor decided to put a lonewolf on the rims of all your CP zones, and therefore nobody can spawn.
Im sure someone could expand on these ideas, but i think no matter what logic we use in this, it must be simple. We dont want people constantly asking and being confused about how to actually capture a zone. It should be easy to state that once every one of the enemy is dead, its your flag, and that neutralizations occur inbetween. No complicated formulas, please.
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05-22-2006, 09:44 PM #2
Re: Controlling a zone instead of a flag pole
Some interesting ideas there. Totally agree on the hiding and capping scenario and would be interested to hear whether the radius can be manipulated in shape as well as size although im guessing not. The logic behind capture is also an interesting idea and one i had not considered as i was purely looking at it from a map design point of view. Using the editor and flag design to overcome the limitations of standard logic and circular radius.
If these settings could be tweaked it would probably make life a lot easier and open up more possibilities. Like Santa says im aware you guys are already looking at this but i just cant help opening my trap.
This thread is also turning into the egoatboy sig quote thread.










Originally Posted by Ribbons
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05-22-2006, 09:59 PM #3
Re: Controlling a zone instead of a flag pole
may sound strange, and not to hijack the thread, but I was thinking about maps with NO capturable flags... it'd be all about killing the enemy: but you'd have the option of either hunkering down in favorable terrain (occupying a 'zone') or being agressive and seeking out a dug-in squad... the more i think about it, the more i want to try it......

|TG-12th|WhiskeySix
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05-22-2006, 10:49 PM #4
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Re: Controlling a zone instead of a flag pole
It appears that you can only create sphere and hemisphere areas.
Originally Posted by TG_Santa
I don't think that mods can change this behavior. I'm afraid that this limitation may be a major roadblock for this idea.
Originally Posted by TG_Santa
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05-22-2006, 11:38 PM #5
Re: Controlling a zone instead of a flag pole
The idea I've been tossing around with the tac mod team would be to...
1) increase each capture zone appropriately based on that area;
2) instant neutralize when opposition enters zone (we already do this);
3) flag will stay neutral as long as both teams are in the zone;
What this does it make the capture zone a contested area as long as someone from the other team is with the perimeter. It means that neither team can take the flag until they have complete control, meaning the eliminate or push the enemy out of the zone.
This would be a stepping stone to trying more sophisticated logic.
There may be a technical limitation that doesn't allow players to spawn on SLs when they don't own a flag. So the question to the community would be are you ok with that?
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05-23-2006, 12:17 AM #6
Re: Controlling a zone instead of a flag pole
I dont see that people will use it as an exploit on Tg servers so i dont see why it would be a problem. It means the remaining players have to be even more careful with their lives too.There may be a technical limitation that doesn't allow players to spawn on SLs when they don't own a flag. So the question to the community would be are you ok with that?










Originally Posted by Ribbons
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05-23-2006, 02:33 AM #7
Re: Controlling a zone instead of a flag pole
It may not be used as an "exploit", but if your team has 2 flags left and they are both under attack, you are screwed (This will be VERY evident in Mashtuur). I may be wrong, but i think that scenario would present itself A LOT. The only solution i can think of at the moment would be to add UCBs to every map so that you are assured of always having a flag. This may mean tweaking a few maps that dont have UCBs. I suppose either a pre-existing flag could be converted to a UCB, or a new UCB flag is created. I also assume this would require people to re-download the tweaked maps?
Or we could just go with whiskeys idea and not hurt our brains.
Originally Posted by whiskey
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05-23-2006, 02:48 AM #8
Re: Controlling a zone instead of a flag pole
I don't understand why there is this push to have 1 man in a widened flag radius to be enough to wipe out a defending squads ability to immediately reinforce their troops. If this is done through "Zones" around a flag, then it should be set up siege like. So that an attacking force must control zones in the 4 cardinal directions around the flag and effectively cut off supplies into a flag. I think it's a disadvantage to the attacking forces to have the flag immediately turn white. Isn't there a way to prevent respawn (Where the spawn point turns RED when someone tries to spawn on that point refusing defender respawn) without giving away the element of surprise by turning the flag white? The advantage with BF Vanilla, when you attack a flag, you have the flag halfway turned before the defenders even know it's lost. When it turns white immediately, defenders immediately know that their tactics are suspect and collapse into the flag negating attackers stealth.
By having the flag remain in defenders grip, it still allows the defenders to spawn on their Squad Leader if this is their last flag, but not on the flag itself if the flag itself is contested.
Lucky Shot
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05-23-2006, 10:08 AM #9
Re: Controlling a zone instead of a flag pole
I've been thinking more about the UCB-only maps, and there's more and more you could do with the game play!!
Based on the terrain, you could set up an ambush to try and pounce on a patrolling squad from the other team... and conversely, any patrolling squad would have to be very cohesive in their movements - using fire discipline, eyes on 360 degrees around the squad, using cover etc....
Squads patroling/hunting would have to act as a team - you couldn't get away with swarming (a flag pole) in some haphazard way... you'd need to be at least a little bit organized.
I guess you'd just have to lower the initial ticket count, since bleed won't be a factor (unless someone can come up with a way to trigger bleed...)
|TG-12th|WhiskeySix
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05-23-2006, 11:34 AM #10
Re: Controlling a zone instead of a flag pole
So long as the SL is alive, the troops can continually re-inforce the flag. The only way this wouldn't be able to happen is if the attackers set up a coordinated assault on every flag on a no-UCB map, and turned all flags grey at once. This isn't much different than not owning a flag in vanilla, and is rather difficult to pull off.
Originally Posted by Lucky Shot
I'm sure the logic could be re-worked so that you would need X many attackers in the radius before the flag went neutral. That could be Defenders/2, Defenders +/- 1, whatever. Of course, I should probably let the people who actually know make the comment on this.I think it's a disadvantage to the attacking forces to have the flag immediately turn white. Isn't there a way to prevent respawn (Where the spawn point turns RED when someone tries to spawn on that point refusing defender respawn) without giving away the element of surprise by turning the flag white?
Again, this isn't much more different than vanilla, except that the neutralize radius is larger. Thinking about it, it actually seems better. When there's but one flag left, lots of vanilla games break down into a suicide fest in an attempt to take down the final flag. With a large neutralize/capture radius, it would tone down the chaos.By having the flag remain in defenders grip, it still allows the defenders to spawn on their Squad Leader if this is their last flag, but not on the flag itself if the flag itself is contested.
There was actually talk along these lines in another thread a while ago. The concensus was that it wouldn't work; you need flags and bleed as a motivation for maneuvers. My personal thoughts were that it would break down into a frag fest, heh. If we could mod in actual missions, such as retrieve the downed pilot and return him safely, or blow up the dam control center, this could possibly work. I'd rather not play a game where the only thing that matters is killing someone else.
Originally Posted by WhiskeySix

[squadl]
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05-23-2006, 12:12 PM #11
Re: Controlling a zone instead of a flag pole
I was thinking keep the standard logic so an attacking force if outnumbering the defenders can bring the flag down slowly, the defenders may or may not see this is happening. If the defenders have positional advantage, like they should, they can engage from range and try to take them down. Even one or two men being taken down can give parity or advantage to one side so accuracy of fire would be paramount as would the support classes. You can still spawn on the flag or SL but those 15 seconds of respawn time might be crucial in giving the other side 15 seconds of +1 or +2 time to be bringing the flag down.I don't understand why there is this push to have 1 man in a widened flag radius to be enough to wipe out a defending squads ability to immediately reinforce their troops. If this is done through "Zones" around a flag, then it should be set up siege like. So that an attacking force must control zones in the 4 cardinal directions around the flag and effectively cut off supplies into a flag. I think it's a disadvantage to the attacking forces to have the flag immediately turn white. Isn't there a way to prevent respawn (Where the spawn point turns RED when someone tries to spawn on that point refusing defender respawn) without giving away the element of surprise by turning the flag white? The advantage with BF Vanilla, when you attack a flag, you have the flag halfway turned before the defenders even know it's lost. When it turns white immediately, defenders immediately know that their tactics are suspect and collapse into the flag negating attackers stealth.
It still gives the option of moving straight in on the flag if you like but also the ability to take it from a distance. It also allows the defenders to choose from a much wider range of positions to defend from. Do you engage the attackers from the flag or take up an ambush point and hit the attackers as they try to clear you out?










Originally Posted by Ribbons
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05-23-2006, 01:51 PM #12
Re: Controlling a zone instead of a flag pole
It would be really nice if each person alive had a certain "radius of control". Bleed would be calculated on ratio of control of each team. Overlapping radi cancle each other out so bunched up people on a team gets fewer points.
Spreading people out helps but of course if you spread out to much you become easy pickings.
It would be even nicer if certain areas of the map increased the points recieved for the area covered.
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05-23-2006, 11:46 PM #13
Re: Controlling a zone instead of a flag pole
The defending team can send in reinforcements... they would just need to be pulled from another location. Restricting the spawn on the flag means that the defenders are the only defenders and the attackers are the only attackers. It boils down to the squads that are facing each other at that battle.
Originally Posted by Lucky Shot
I've been looking for a way to do this, but at the moment we don't know how to implement this. But I agree that the restricting the spawn vs. instant neutralize would be better.I think it's a disadvantage to the attacking forces to have the flag immediately turn white. Isn't there a way to prevent respawn (Where the spawn point turns RED when someone tries to spawn on that point refusing defender respawn) without giving away the element of surprise by turning the flag white?
At first I thought a team losing their spawn(s) would be bad... but controlling all CPs to eliminate the opposing forces is part of the game / objective.By having the flag remain in defenders grip, it still allows the defenders to spawn on their Squad Leader if this is their last flag, but not on the flag itself if the flag itself is contested.
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06-03-2006, 02:10 PM #14
Re: Controlling a zone instead of a flag pole
I just wanted to bump this to see if there had been any developments along this theme. There were some really good idead being discussed in this thread...
|TG| LoyalGuard
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06-03-2006, 03:09 PM #15
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Re: Controlling a zone instead of a flag pole
We're working on a "trial version" for 1.2. It will basically be large capture radii for all CPs and you can't raise a flag if any enemy are in the capture area. If it works well then we can put more effort into it in a future version to give each CP an appropriate capture radius, tweak capture logic, etc.
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