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View Poll Results: Your Favorite PR v0.7 Maps | |||
7 Gates | 44 | 14.97% | |
Al Kufrah Oilfield | 33 | 11.22% | |
Al Basrah | 157 | 53.40% | |
Assault on Mestia | 81 | 27.55% | |
The Battle for Qinling | 96 | 32.65% | |
Bi Ming | 51 | 17.35% | |
Daqing Oilfields | 26 | 8.84% | |
EJOD Desert | 100 | 34.01% | |
Fools Road | 130 | 44.22% | |
Gulf of Oman | 43 | 14.63% | |
Hills of Hamgyong | 21 | 7.14% | |
Jabal Al Burj | 119 | 40.48% | |
Kashan Desert | 130 | 44.22% | |
Operation Ghost Train | 80 | 27.21% | |
Qwai River | 135 | 45.92% | |
Road to Kyongan Ni | 43 | 14.63% | |
Sunset City | 57 | 19.39% | |
Zatar Wetlands | 58 | 19.73% | |
Multiple Choice Poll. Voters: 294. You may not vote on this poll |
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2008-05-07, 14:43 | #41 | |
Banned
Join Date: Feb 2007
Posts: 514
Panama
Location: .
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Re: 0.7 Map Poll
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though there are tactics which factically disable any marine advance which are borderline exploit. hard to explain without spoiling but I stil think its the best PR up to date | |
2008-05-07, 19:28 | #42 | |||
Registered User
Join Date: Mar 2007
Posts: 1,056
United States of America
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Re: 0.7 Map Poll
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If you don't want to figure out where the enemy is, don't want to wait for action, and don't want any variation to how the map plays, then the current AAS system is perfect. Just look at the map, travel to the big orange arrow, and pew pew away. It becomes boring over time, because every map is predictable. If you want to use recon to find the enemy, use that recon to determine its strength, then formulate an attack to eliminate them, then a random/no flag system is perfect. The map is just a layout of the terrain, not secret plans to the enemy's location. It becomes exciting over time, because every map is unpredictable. Quote:
A no-flag system would probably work better on smaller maps, where you're bound to run into the enemy within the first 60 seconds anyway, but at least you're not all huddled around the same, small, capture points. This is why I suggest the multiple layers, so that a map can support both a no-flag and random-flag system simultaneously to see which plays better on the fly. Quote:
Like Jabal where the MEC takes their two APC's and rushes the west flag, preventing the USA from taking it. With that flag, they can't cap any other interior flags such as the bridge or dam. Or maps like Zatar, where MEC spawns at the west airfield, takes the APC and command truck up to the north hill, and prevents the USA from landing at site 1 while at the same time locking up helecopters on the carrier before they even lift off. Or on maps like Kashan, where USA spawns at the southeastern outpost, takes a tank and a few infantry to the south village flag and obliterates the MEC who has no heavy armor there. The USA holds that flag the entire round, while at the same time capping both bunkers with near zero opposition. ----- What I'm trying to say that with a fixed AAS system, the maps play the same way, every time. It gets old. When a map loads, people groan and say "sigh.. ok here we go gain.. same old tactic for this map" and it plays out like a tired old movie to which you know all the dialog before the actors say their lines. Without creating a whole new set of maps, which is extremely difficult and time consuming, the answer is to make existing maps dynamic and ever-changing. Completely random every time you play with no pre-determined points that are pre-known by both sides. Moreover, a random/no flag system is far more realistic. Ask yourself: what modern-day soldier can look at his map and know where the enemy will be 1st, 2nd, and 3rd? It's a tired system that has been employed by fps makers for years to force fast action by removing the "think/plan" portion of the game which is a critical part of realistic, modern day combat. If you want, I can hook up on TS and give a more detailed description.. it's hard to convey the idea over forum posts without losing something in the translation. | |||
Last edited by Wolfe; 2008-05-07 at 20:34..
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2008-05-07, 21:08 | #43 |
Retired PR Developer
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Re: 0.7 Map Poll
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2008-05-07, 21:36 | #44 |
Registered User
Join Date: Mar 2007
Posts: 1,056
United States of America
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Re: 0.7 Map Poll
If the only concern is that people will not leave the main... I don't think that will be an issue at all. So the only questions are:
Is a no-flag, random-flag system the best option? Is there another system available? Can it be done? Is someone willing to code it? How long/difficult would it be to implement? |
2008-05-07, 21:46 | #45 |
Join Date: Jun 2007
Posts: 1,248
United States of America
Location: INDIANAPOLIS,IN
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Re: 0.7 Map Poll
My fav. .7 maps :
Al Kufrah Al Basrah The Battle For Qinling Daqing Oilfields Ejod Desert Gulf Of Oman Jabal Al Burj Kashan Desert Operation Ghost Train Qwai River Sunset City Zatar Wetlands |
2008-05-07, 22:40 | #46 | |||
Retired PR Developer
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Re: 0.7 Map Poll
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Random objectives which the enemy dont fully know about is a good idea, and we kinda have a little of this already with firebases & rally points which can become objectives and can spring up in random places but other places are more common than others no doubt. Having no flags or no objectives would overall not go down well with such maps, period. If you can think of good game modes like these, like random cps etc which has already been talked about, please post them up can you also please tell me what you think a good CP is like: Quote:
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2008-05-08, 06:40 | #47 | ||
Registered User
Join Date: Mar 2007
Posts: 1,056
United States of America
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Re: 0.7 Map Poll
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2008-05-08, 08:52 | #48 |
Join Date: Mar 2008
Posts: 2,968
Netherlands
Location: Bergen op Zoom / Utrecht
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Re: 0.7 Map Poll
My top:
-Qwai -Bashrah -Road to Kyongan -Sunset -Zatar |
2008-05-08, 09:29 | #49 | ||
Retired PR Developer
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Re: 0.7 Map Poll
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2008-05-08, 10:11 | #50 | ||
Registered User
Join Date: Mar 2007
Posts: 1,056
United States of America
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Re: 0.7 Map Poll
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Tags |
map, poll, v07 |
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