Tickets? How should we loose them? -1 reply

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Chanquad

Forgotten Hope Freak

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5th December 2005

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#1 11 years ago

I will not be long. And hopefully you get what I mean, with my bad english.

Why dont we remove the ticketloss when killed? I think that it would be much more teamplay if you always had odd numbers of flags in the maps, and decide who's win the map by having owned the most flags in the game, having to loose tickets only by bleeding.

The more of overhand you have on the map the more the enemy bleeds.

Killing wont be the center of attention in the game! Yay! Im tired of loosing eventhough my team held the majority of the flags the whole game trough. Well it probably wasent a factor in FH, but in BF2 and its mods it is.

Snipers wont be usefull as lonewolfs anymore, tankers and infantry has to work together. You just cant rely on your bigguns to win the map for you by killing.

And one more thing, ( please no flaming) why dont we add a non beneficial ranking system on how manytime you win? Just to see who you should join up with when playing so the team gets more oriented and gets good squadleaders who know the maps and so on.

Would be nice with some feedback! :)




jackal22

The forums staffers think I'm Cool

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7th November 2006

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#2 11 years ago

hmm taking out ticket loss for deaths sounds good.

but:

please make it so that if you tk some one your team looses 50 tickets (or ok maybe 20, 50 is a little harsh)

that would stop stupid plane/tank whores tking for the good of the team.

but i really like the idea of only 'flag bleed'




Chanquad

Forgotten Hope Freak

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5th December 2005

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#3 11 years ago

20 is very harsh too :) I thought every map should have around 150- 200 tickets... Smacktards will have a field day if your team lost 20 tickets per teamkill. You could add a 5 punished teamkills gets you kicked. Or increase the minus points. You still might get points for killing. But it wont help you winning!




Kradovech

[130.Pz]'s cannon fodder

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11th September 2004

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#4 11 years ago
jackal22;3387739 please make it so that if you tk some one your team looses 50 tickets (or ok maybe 20, 50 is a little harsh) that would stop stupid plane/tank whores tking for the good of the team.

"Stupid plane/tank whores" don't exactly care if the team looses 20, 50 or 100 tickets, they just want to drive the desired vechile. I don't see why you want to punish the team for their behavior. Besides, accidental teamkills happen all the time, I would say that I accidently teamkill someone once every 3 rounds while playing FH1. And to be honest, tking for vehicles happens a lot less in bf2 than it does in bf42.




Hawk_345

BF-Korea beta tester

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23rd April 2006

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#5 11 years ago

This could work but as a seperate game mode for testing, then if it seems alot of people like it and it works out, than it could either become the main mode or a very big part of the mod.




Coca-Cola

[130.Pz.]A.Aussen

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28th August 2006

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#6 11 years ago

This is such an ambiguous name for a thread (Tickets? how should we lose them?). Really we aren't losing them, or thinking about it, but giving them a different use as a timer. I think that it's a good idea but after a certain amount of kills(as far as how many you think about it), you should start losing more tickets because you would never be able to sustain such heavy losses in real life. Sure you need to hold someplace but not to the point where you're outnumbered 10 to 1 and it's complete suicide, we're not all trying to reenact the russians in the early campaigns.

I think maps should have hundreds or a thousand of flags and each flag should have a designation, for this example; 1,2,3 to simulate front lines. Let me explain more.(you don't really need 3, but the biggest number would be the numbers that you could spawn at and both sides front lines are represented by 1's which are the only flags that can change sides)

a map would hopefuly look something like this

allied lines 3 3 3 3 3 3 3 3 3 2 2 2 2 2 2 2 1 1 1 1 1 1 1 1 1 1 1 1 1 2 2 2 2 2 2 2 3 3 3 3 3 3 axis lines Pocket of resistence

00001 000111 0011211 01122211 112232211 01122211 0011211 000111 00001

As you can see the more flags there are, the more variation in front lines there can be. With this system there could be pockets of resistance where you'd have to get rid of their flag classified as 3 to stop their spawning and wipe them out.

Hope you think it's a good idea:deal:

Coca-Cola:smokin:

-edit I'm using zeroes for spacing




Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#7 11 years ago

Short answer: "depends".

A map should have either tickets or objectives. I think we should remove bleed before we remove tickets. I like the thinking though.




Chanquad

Forgotten Hope Freak

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5th December 2005

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#8 11 years ago

FuzzyBunny;3389802Short answer: "depends".

A map should have either tickets or objectives. I think we should remove bleed before we remove tickets. I like the thinking though.

I think you misunderstood me.. Remove ticket loss from killing and only loose tickes by bleeding.

Dont remove the tickets entirely.




arquebus

his dudeness

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27th November 2006

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#9 11 years ago

FuzzyBunny;3389802Short answer: "depends".

A map should have either tickets or objectives. I think we should remove bleed before we remove tickets. I like the thinking though.

Rhieneubung is an example of a map where its just too easy to cap flags by landing a sea plane next too them. On that map Id like to see flags removed, or the system for holding area changed.




Fuzzy Bunny

Luke, I am your mother.

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2nd May 2005

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#10 11 years ago

Chanquad;3389807I think you misunderstood me.. Remove ticket loss from killing and only loose tickes by bleeding.

Dont remove the tickets entirely.[/quote]

Oh. I'd much rather see ticket loss from bleed go away.

I believe a team should only have so many guys, so many tanks, so many planes. Guys should spawn until all tickets are gone, and vehicles until that quota of vehicles is used up. You don't (usually) win wars by capturing terrain, you win them by killing the other guys. Note that I said "usually".

There are times when territory is an objective, and I'd like to see that handled with objective-based maps. Push is a fantastic mechanism for this, and I think maps like Seelow Heights and Saipan-1944 (which unfortunately was broken) were the best examples for how this should be handled. The same with Real-BadSeed's Lilliput: it had an excellent mixture of having to strategically capture terrain and killing the enemy. I think the bleed there played such a small role that you just had to keep making them deader faster.

Another way to deal with terrain would be Donutz' cool idea about areas of control, or to say "capture and hold this objective for x minutes", or "capture and hold all the points along the way, when you break through to the final point, the round just ends, mission accomplished.

[quote="arquebus"]Rhieneubung is an example of a map where its just too easy to cap flags by landing a sea plane next too them. On that map Id like to see flags removed, or the system for holding area changed.

Great example. The whole ticket bleed and flag capping garbage in Rheinubung is silly -- it should be about the ships. It's cool that both sides' ships respawn several times, but the game should go on until one side has exhausted its supply of ships and/or men.




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