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Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#1 12 years ago

Dear Devs,

First, for this christmas, I want a pony.

Next, although flags are a buttock-ish mechanism of measuring progress and determining objectives and I really really really really really _really_ hope you'll implement a whole bunch of other neat and creative ways of determining progress on maps, I hope we'll see some equivalents of FH42 push maps.

However, I would kindly request you to consider the possibility of making _all_ uncappable flags (not just mainbase spawn areas) have ABC lines around them at a reasonable distance--I'd like to see ABC lines spawn the moment a flag becomes uncappable, and go away when it becomes capturable.

I just saw another round of Saipan-1944 nearly ruined by both Axis and Allied campers at not-yet-cappable flags. It's otherwise a really good map (if you consider that the fact that it revolves around flags kind of makes 75% of the really cool terrain irrelevant to the combat, but that's not important now.) I killed 3 tanks literally sitting _on_ flag 4 while #3 was still being contested, and you can't really say that they could be doing more useful stuff. ABC lines would give a defending team at least a few seconds to get their act together before the next flag goes due to a camper.

ABC around not-yet-cappable/no-longer-cappable push flags would also fix the flag bug in Foy/Seelow Heights, where, if each team caps an adjoining flag simultaneously, the flag capture sequence is broken--assuming that's not fixed in FH2 anyway.

Last, aside from the fact that I want a pony, would it be possible to make the capture delay for push flags just a teeny tiny weensy bitsy bit longer? It's kind of silly if you can cap a flag just like *snap* that, immediately, even though there are tons of defenders around.

Thanks, and looking forward to the pony! I'll call it "Spot" and teach it tricks.




Tas

Serious business brigade

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4th September 2004

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#2 12 years ago

Aye, many push maps are ruined by the actions you described above. People waiting at a uncap so they can cap it the split second it becomes cappable. One could call it "tacics ftw" but i play FH to actually play the MAP, and not rush it to its quickest end.

Im not sure if putting abc around it is possible, if i remember correctly abc is just a "out of bounds" area for one team, and is not something you can spawn and remove during the game.. But maybe MH and Ctz will find a way to do it, if they can, i'm all for it. If its not possible.. well, many push maps will be ruined more often than not by this "for the win" type behaviour.




Eglaerinion

Vault Dweller

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22nd September 2003

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#3 12 years ago

Shouldn't be to hard (at least the cap issues don't know about ABC). Have you ever heard of the BF2 serverside modification Advance And Secure (AAS for short)? Well if you haven't it functions exactly like push but you don't need cages and don't get any of the bugs that we have with the current system. Even when people camp at the next flag in line it will still need to be greyed and capped first the instant change that is necessary in FH for BF1942 to prevent the famous push bug does not apply.

Btw. I hate ponies.




Admiral Donutz VIP Member

Wanna go Double Dutch?

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9th December 2003

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#4 12 years ago

Lets all look at Hartmann and hope this engine will do a better job then the BGengine. But I *have* to add that flags suck and aren't exactly a realistic representation of representing the amount of control you have in a battle. *cough* it should be about owning larger locations of any given shape size or form such as an entire (part of) a village or other strategic position. Not to mention that even in such a case you would still have rather static places to attack and defend, as were in real life a commander could say "screw that town we are going around it, attack and occupy it's easier and the enemy will be suprised making victory for us as good as certain!".

/me runs.




RN_Max

Veteran Lurker

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17th June 2005

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#5 12 years ago

From development of the idea, it was found that push flags have to cap without a delay to minimise the risk of "breaking" the sequence with a simultaneous cap, as was found on early push maps like Seelow.

In theory, it may be possible to modify ABC code as it is placed as an object, but the coding required to implement a workable changing ABC area is probably pretty tough. Suffice to say that no one has appeared to pull it off so far, but without doing lots more homework on it I am no authority.

As the guys above both discuss, this is a BF1942 legacy issue, as BF2 has a workable "push" style system and alternatives to flags may well be considered.




caeno

Yeah.

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9th August 2003

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#6 12 years ago

Yeah, I really hope FH2 maps won't have instacap flags anywhere in any situation... or atleast instacap flags needs 3 or more guys to cap. Still, Instacapping a flag just doesen't feel right when there might be 30 enemies near the flag - which brings to another point. I still haven't figured out why the cap zones are so small in most of the push maps... that just allows those "15 enemies, 20 meters away from the flag - one guy sneaks and caps the flags with instacap" situations. But, let's hope FH2 maps will be different.




Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#7 12 years ago
Großadmiral DönitzLets all look at Hartmann and hope this engine will do a better job then the BGengine. But I *have* to add that flags suck and aren't exactly a realistic representation of representing the amount of control you have in a battle. *cough* it should be about owning larger locations of any given shape size or form such as an entire (part of) a village or other strategic position. Not to mention that even in such a case you would still have rather static places to attack and defend, as were in real life a commander could say "screw that town we are going around it, attack and occupy it's easier and the enemy will be suprised making victory for us as good as certain!".

/me gives Donuts a pony.

Everything he said.

And although I'm very curious to see how FH2 interprets the BF2 push/flag system (which is currently better-but-not-great), I'd still appreciate our Fearless Leaders putting some thought into as many not-flag-related terrain control mechanisms as possible (including no flags at all, just, as Donuts said, let commanders decide where we want to fight.)




Strumtrupp

FH:STURMTRUPP4|BF2:HG_The Tank

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2nd January 2005

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#8 12 years ago

Pushflags are nice but I would not want them if *I* were boss (which I am not and am happy with whatever the devs say). Like you said, half of the maps in Bf(any version) are left unused.

Would be nice to hear the devs thoughts about this. I had also poped up some suggestions about what I'd like to see in FH2. Just something as simple as 'not what we are aiming for' or 'wtf,are you kidding?'.




Knoffhoff

I follow teh Moo!

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20th February 2004

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#9 12 years ago

This is a good idea. Why didn't anybody suggest that earlier? I think it might be quite easy to code for the bf42 engine. But since work on bf42 stopped it will not get used anymore. Maybe I will give it a try, anyways.




Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#10 12 years ago
knoffhoffThis is a good idea. Why didn't anybody suggest that earlier? I think it might be quite easy to code for the bf42 engine. But since work on bf42 stopped it will not get used anymore. Maybe I will give it a try, anyways.

/me gives knoffhoff a pony.