Will this be included into FH2 ? (Onslaught) -1 reply

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Dee-Jaý

Always 1 point ahead of you

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17th February 2004

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#1 13 years ago

Well, flag hunting has always been a minor issue in BF games and it still is in BF 2 as DICE has done few changes to the original conquest mode. But it can be anoying if you spend more time capping flags then fighting and especially if you want to focus combat in certain areas and promote team-play a supply-lines system would really benifit FH. So one guy was good enough to programm a server side mod and called it BF 2 Domination: http://www.forumplanet.com/planetbattlefield/topic.asp?fid=7419&tid=1695314 I hope FH 2 will also feature such a system one most maps as it really has an impact on how the game is played. For those of you unfimilar with UT 2004 onslaught, the supply-lines system is a slight variation of conquest: Everybody can still cap flags wherever they like, however only those flags can be totaly conquered that are interconnected via supply lines hence creating a virtual front. untitled16zo.jpg PS: I know this idea isn't new but I just wanted to show that its obviously possible with BF 2...




FactionRecon

11PzG Grunt

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4th August 2003

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#2 13 years ago

Looks interesting. So if I'm interpreting this right, only flags that are connected together by the lines can be fully captured and serve as spawn points? I'm confused all of a sudden. How does it work?




SymZ

Someone set us up the bomb

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9th September 2004

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#3 13 years ago
FactionReconLooks interesting. So if I'm interpreting this right, only flags that are connected together by the lines can be fully captured and serve as spawn points?

That's basically the concept. It's basically a push system but it allows a bit of branching, depending on the flag layout of the map.




Tas

Serious business brigade

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4th September 2004

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#4 13 years ago

I like it :)




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#5 13 years ago

Blessed be. I love it.




West36

Don't forget to bring a towel!

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24th March 2005

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#6 13 years ago

Yeah, I brought up the UT2004 idea a while ago, and I probably wasn't the first. It wouldn't or at least shouldn't be on all maps, because depending on the map it might be better to cap any flag you can at any time. I was thinking about this, and I was worried that it would be more like a push map, but the image you gave is much better and how I'd like it to be, with plenty of branching from one point to others close to it. And for those of you wondering what happens when a point loses connection via a supply line, spawning of everything ceases there. I like how it kind of creates frontlines, and attacks and defenses can be more coordinated, it should make games very interesting. But anyway, I'm very happy to see some one was interested enough and thought it was a good idea to program, and I hope the Devs will consider this in FH2.




yuiop

Snowden's Secret

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23rd May 2003

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#7 13 years ago

What's the difference between a flag that's completely captured and one that's only partially captured?




LIGHTNING [NL]

FH2 Developer

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30th May 2003

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#8 13 years ago
yuiopWhat's the difference between a flag that's completely captured and one that's only partially captured?

I don't think you can spawn at a particially captured flag. It will be like an advanced push map. Nice idea, but I imagine it to be very hard to code.




Dee-Jaý

Always 1 point ahead of you

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17th February 2004

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#9 13 years ago

Not really ! The guy in the forums, once he knew what to do, coded all the levels in all player version within a couple of days...




WarHawk109

From the Austrian School

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21st July 2003

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#10 13 years ago

Looks good on paper, but doesn't it kind of render flanking useless?