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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
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2017-07-24, 19:32 | #1 |
PR:BF2 Contributor
Join Date: Jan 2016
Posts: 902
Europe
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Flag-Ticket Mechanics Change
So, when the enemy takes a flag your team owned, and fully caps it, you lose 30 tickets. This encourages you to attack enemy flags.
However, you could change this a tiny bit to also encourage both teams to not only take flags from the enemy, but also neutral flags in the beginning: Currently: - You lose 30 tickets when a flag you once owned goes neutral and is then capped by the enemy Suggestion: - You lose X tickets when you lose a flag that was yours. - You gain X (or Y) tickets when you cap a flag that was neutral. This change would only slightly change the Pub gameplay, but would have a huge impact on "competitive" (if it happens, hehe) play. This change of getting additional tickets in the beginning would could also be adjusted by reducing the ticket amount in the beginning a tiny bit. Thanks for reading! |
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2017-08-08, 22:46 | #2 |
PR:BF2 Developer
Join Date: Sep 2015
Posts: 798
Korea (North)
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Re: Flag-Ticket Mechanics Change
dead dead
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Last edited by mectus11; 2019-10-30 at 11:08..
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2017-08-09, 17:30 | #3 |
Join Date: Mar 2010
Posts: 1,312
United Kingdom
Location: Scotland
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Re: Flag-Ticket Mechanics Change
Its an interesting idea. At the moment the only real deployment strategies are variations on the "land grab" where both teams rush to the safest point mid map that they can hold and then have a capping force grab the flags behind them. This is the default optimal play on deployment, but many pub teams don't understand this and deploy to the first or second flags, thus losing out to the team who has more space and momentum. So something that incentivises and standardises the land grab even in the pub meta can only be a good idea in my mind, and should in fact raise the level of pub play somewhat.
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2017-08-09, 19:11 | #4 |
Join Date: Oct 2012
Posts: 1,280
Yugoslavia
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Re: Flag-Ticket Mechanics Change
15tx gain/loss per flag state is what i also thought about. Like in insurgency, you gain morale back when finishing an objective.
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2017-08-12, 11:02 | #5 |
Join Date: Nov 2010
Posts: 190
Sweden
Location: Blekinge
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Re: Flag-Ticket Mechanics Change
Yes, yes and yes
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2017-08-12, 13:10 | #6 |
Join Date: Feb 2009
Posts: 790
United States of America
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Re: Flag-Ticket Mechanics Change
The reason why flags exist in Project Reality is that without objective focus, teams become fragmented and chaotic.
The devs have run various experiments with flags in the past, eventually settling on a sequential system, then further expanding it to use randomized routes so maps would not be monotonous. Personally, I prefer no flags. |
B4TM4N |
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Last edited by doop-de-doo; 2017-08-23 at 21:33..
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2017-08-14, 21:04 | #7 | |
Join Date: Oct 2013
Posts: 146
Canada
Location: Etobicoke (Toronto), Ontario, Canada
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Re: Flag-Ticket Mechanics Change
Quote:
As you've pointed out, currently, you lose 30 tickets when losing a flag that you "owned". Then you go on to suggest that you should "lose X tickets when you lose a flag that was yours." You suggestion doesn't appear to be anything different than the current model, so perhaps you could clarify on this point. As for the neutral flags, I believe that a ticket gain is in order, since as things are currently, there is absolutely no incentive to cap neutral flags, and there is a lot more incentive to allow the enemy to capture these neutral flags, due to the 30 tickets loss you will inflict on the enemy if you can re-take the flag from them, along with not risking a 30-ticket loss by capping these neutral flags yourself. When I squad lead on Ia Drang, I always make certain to not cap the center flags at the beginning of the round, and most of the time, I manage to convince the team to not cap any of the three flags. Once these 3 flags have been capped by the enemy (ppl usually can't resist more than 10 mins), our team, most always, manages to re-capture these three initially-neutral flags, thereby robbing the enemy of 90 tickets fairly easily, a loss they normally cannot recover from. The first time you lose control of a flag that you had capped when it was neutral from the beginning of the game, this first, initial loss of this flag should not lose you any more than 10 tickets, and perhaps, the initial cap of such neutral flags could gain your team maybe something like 5 tickets. The reason I'm suggesting a 5-ticket cap gain for the initially-neutral flags (rather than a larger ticket gain) is that it might be rather tiresome to always, at the start this map, to have absolutely no choice but to make a mad dash for the flags for fear of a large, crippling ticket differential right at the very beginning of the round, should your idiotic Pub team not muster a proper, quick deployment, and right away, you find yourself at a 60-ticket disadvantage (assuming 20 tickets gain per neutral flag). It would be pretty demoralizing to find yourself at a 60-ticket disadvantage at the beginning of the round if your team did not have proper Trans, or if some morons took off with 3/4 of the Trans vehicles being only 1/4 to 1/2 full (this would cause a lot of friction, no?). Now some might point to my above-mentioned strategy of not capping the flags and the associated ticket-loss inflicted on the enemy when you re-take the flags from them as being no different than the point I'm making in the paragraph just above... but when you choose to take flags, knowing full well that if you lose them you will be losing the tickets... now that's a whole different matter than what I'm mentioning in the above paragraph, since this round-start situation that I'm talking about just above here, and its consequences are pretty much beyond your team's squad leaders' control. Which is why, as I was suggesting 3 and 4 paragraphs above, a small ticket gain for the initial cap of the neutrals, and a small ticket loss for the initial loss of said neutrals would make the loss of these initial flags not significantly devastating, and the capture of these flags not absolutely critical, but still very viable cap options. The best of both worlds. As it is now, the round-start neutral flags are poison. | |
2017-08-15, 12:43 | #8 | |
PR:BF2 Contributor
Join Date: Oct 2012
Posts: 1,874
Germany
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Re: Flag-Ticket Mechanics Change
Quote:
*I mean, you could always play defensively but the US has a hard time establishing control over the north because there are only a few places for FOBs and easily defensible positions. Also, if you're playing defensively you cannot make the argument of allowing an enemy to cap in order to recap for an easy 30-ticket-"gain". | |
VTRaptor: but i only stopped for less than 10 secs and that fucking awesome dude put 2 of them ]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy Just_Dave: i have a list about PR players, and they r categorized by their skill Para: You sir are an arse and not what the game or our community needs. AlonTavor: Is that a German trying to make me concentrate? Heavy Death: join PRTA instead - Teamwork is a must there.
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2017-08-15, 19:32 | #9 | |
Join Date: Oct 2013
Posts: 146
Canada
Location: Etobicoke (Toronto), Ontario, Canada
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Re: Flag-Ticket Mechanics Change
Quote:
I'd have to look at the map gallery... there must be at least one other map that has non-linear, lateral flag arrangement such as Ia Drang's? I remember Adak had this same arrangement, with the three beachhead flags (although these 3 flags were initially Chinese, and not neutral?). Same as Ia Drang, in Pub matches, the defenders never seemed to be able to defend these flags successfully, and I find the same to be true of almost all Pub matches, when one allows the enemy to cap the three flags, they always seem to lose at least 2 of these, and so often, all three. I expect this would be different in the PRT, and that a proper strategy there would be to cap perhaps only 2 of the 3 flags. | |
2017-08-17, 20:53 | #10 |
Join Date: Mar 2013
Posts: 16
United States of America
Location: California
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Re: Flag-Ticket Mechanics Change
A bleed was added into Ia Drang for not capping the flags to address this issue, thankfully. If you do that now as VC, and let the Americans cap out, you start bleeding. Prior to this you are correct -- this was a sound strategy.
CASualty has a good idea. 15 ticks for capturing a neutral flag at round start is a good incentive to get the hustle on and fight for it even. What if a ticket addition of 10 or 15 tickets was added on for capturing a flag at all at ANY point in the match? Too OP? Certainly adds even more incentive for people to a) flag cap at start and b) push the objective. The enemy would still lose 30 tickets, assuming the capped the flag first, plus you'd gain 10 or 15. At round start, for capping neutral flags, you'd simply get the 10 or 15. |
Tags |
change, flagticket, mechanics |
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