flag capture in bf2 -1 reply

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schoolkid

your mother is a beaver

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3rd June 2004

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#21 15 years ago
They could make 2 flags that covering (ie the flag cap radius) half the village each only way to cap one is to clear the village of enemy troops.

That's impossible. The last enemy could be hiding in some shed somewhere, and by the time you find him his team has respawned and made its way back to the village.




[BFE]Adder

Lord of Irony

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4th June 2005

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#22 15 years ago

Idea on the above. Make more "no-spawn" but worth point "flags" I don't know what you could assign them to but say you have three points in a village One towards the center of the village is a standard flag with respawn. On the edge of the village in a church with an excellent vantage point is another flag but this one you can't respawn at and takes two to cap HOWEVER it adds +2 to the bleed, so every thirty or sixty seconds its another -2 tickets to the enemy. The regular spawn flags adds nothing to the bleed or only -1. So focusing the fight towards the strategic areas(Crossroads, vantagepoints, fixed defenses) while still having the standard respawn points which are worth more to spawn at then for bleed purposes. Comments?




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#23 15 years ago
schoolkidThat's impossible. The last enemy could be hiding in some shed somewhere, and by the time you find him his team has respawned and made its way back to the village.

It does work because the one guy in the shed won't keep the flag gray in BF2/FH2. I've been the lone guy in the flag radius with 4-5 enemy there. THEY TOOK THE FLAG ANYWAY, the flag didn't care I was in the radius.




[SYN] hydraSlav

SYNERGY Member

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2nd October 2003

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#24 15 years ago

Also, you cannot spawn on the leader if you have no flags




FactionRecon

11PzG Grunt

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4th August 2003

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#25 15 years ago

I think he was saying that by the time he's found, the opposition has spawned at another flag and made it back to the village for a counterattack. But the point is void because, as someone stated below, the loner is outnumbered and cannot keep the flag grey.




Jackson_Cal

I'm your huckleberry

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29th June 2004

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#26 15 years ago

Honestly, I don't think any of you would like the outcome of a greatly expanded flag radius. It's not just that one guy in a shed could make a difference, it's that there's nothing to focus the action - it becomes immensely more difficult to defend any one point. Say the flag radius is an entire town - you'd have to have players guarding every approach - it might take 5-6 guys to guard one area. With 32 players per team, that's not reasonable. While I like the theory (and it's more realisitic), in practice I think it would hurt gameplay. What makes 42 and 2 so much fun (aside from the multiple vehicles and mapsizes) is the flag concept and how it's implemented. I don't know that monkeying with that is such a great idea. Also - this isn't exactly where I'd like the FH guys focusing their time :) I think this is in the category of 'leave well enough alone' @red dog - it's not just about points - not only is the flag more secured the more people are there, it TURNS quicker, getting more people into the fight via respawn. I wouldn't jump to the conclusion that it's all point whores rushing to the flag - I rush to the flag to turn the sucker, regardless of how many people are there. It's just good strategy (especially since you need to quickly turn it and bug out before arty comes in)




Comrade0Red

Za *TRA*, Za Kommunizma!

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25th March 2004

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#27 15 years ago

I think idealy we should have a system similar to RO. Let's say there's five Germans at a white flag and four Americans. Then the Germans would get the flag. However if there were Five Germans and one American, the Germans would get the flag even faster. Commanders count as two people too, since they "Raise Morale."




Puma2005

GF makes me horny

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11th January 2005

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#28 15 years ago
Comrade0RedI think idealy we should have a system similar to RO. Let's say there's five Germans at a white flag and four Americans. Then the Germans would get the flag. However if there were Five Germans and one American, the Germans would get the flag even faster. Commanders count as two people too, since they "Raise Morale."

With your idea one side can still cap the flag when both sides presented in the same area. How can the other side cap the enemy flag? With more people? Do we need to turn the flag white first?




Comrade0Red

Za *TRA*, Za Kommunizma!

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25th March 2004

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#29 15 years ago

No there is no need to turn the flag white. But A flag can be based on who has more people present. I feel this will make more incentive for people to mass towards flags thus creating more of a front. And once an objective is had people can spawn in the middle of the battle. Perhaps tanks could count as two people?




Icenor

I don't spend enough time here

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16th April 2004

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#30 15 years ago

I hope the Dev's decide to use a "frontline" system. Im tired of playing Wack-a-mole in BF2. As soon as one team starts pushing the other back, a few soldiers sneak around and begin captureing the undefendended rear flags. Its not realistic and is bad for gameplay becouse it makes the flag battles smaller and less important.

Like mention before, the map makers should make most of the flags have a cause to capture them. Why would armies fight over small woodshacks? They should be fighting over stratigic important places. Small Rearm & Repair bases out in the desert. Hill's overlooing the battlefield. Strategic artilly posisions. Instead of granting each side artillery in the main base, maby have a flag that grants the owner artillery. The artillery can still be destroyed by sappers, but they can't get artillery without actually captureing the artillery zone.