An uncapturable base vs uncapturable base map?

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  • imported_Wreck

    #31
    Re: An uncapturable base vs uncapturable base map?

    Screw adding new gameplay modes. I just want our old modes back. CTF please!

    Comment

    • puglous

      #32
      Re: An uncapturable base vs uncapturable base map?

      An occasional SL heading away from home doesn't stop camping. It just spreads the campers out. The squad leaders might roam around, but the members would just take up camping spots elsewhere.

      Put people in a competition with guns where the whole point of the game is just hit or be hit, (be it UT, BF2, paintball, or airsoft) and it becomes more a test of patience than skill. No one wants to wait the whole game in the safe little cover spot they found, but they know if they are the first to stop camping, they lose.

      Comment

      • GSG9xSNIPER

        #33
        Re: An uncapturable base vs uncapturable base map?

        I like WarGimps point, but maybe rotating spawn points for planes,tanks,and helo's would be better that way nobody would know where anything would be.Show up at any spawn point and maybe you'll get a tank,plane or helo. Seems like thats where all the spawn campers are at
        GSG9xSNIPER

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        • WarGimp

          #34
          Re: An uncapturable base vs uncapturable base map?

          Rap, you're describing a double air drop map... another idea I was toying with too.

          BTW, did you know there's already an airdrop spawn in the game? On Warlord, the secondary SAS main spawn point for the 64 play map. If you spawn there and hit your chute right away, you can make it all the way past the first CP. It's a lot of fun.

          Also BTW, the reason I'm specifically thinking about uncappables is because it would alow for a new game type without having to mod anything. You wouldn't be using anything that doesn't already exist in the game.

          Comment

          • Blak_Phoenix

            #35
            Re: An uncapturable base vs uncapturable base map?

            It would be alot easier to make a map with 2 uncappable basses that one with random spawn points or airdrop spawning. Even though they would all be fun to play. The only peoblem would be the base campers in the uncappable bases.

            Comment

            • Blak_Phoenix

              #36
              Re: An uncapturable base vs uncapturable base map?

              Even better would be to script up some "smart spawning" that doesn't just drop you in randomly. There could be built in logic to spawn you at the location farthest from local badguys, or outside a fixed radius.

              I really like that idea WarGimp, but wouldnt that require a fair bit of extra coding?

              Comment

              • puglous

                #37
                Re: An uncapturable base vs uncapturable base map?

                I said camping, not SPAWN camping. All camping is is staying in one place.

                Comment

                • WarGimp

                  #38
                  Re: An uncapturable base vs uncapturable base map?

                  Naw... it's just as easy to make air drops as it is to make any other spawn point.
                  You don't even need to make the actual spawn locations anywhere near the little white dot you click on. The location is defined by an object in-game that can be placed anywhere... you just assosiate it to the clickable spawnpoint (the location of the flag).

                  Also, as far as I can tell, there's no limit to how many of those locations you can assosiate to one flag. Imagine trying to spawn camp a base that has 100 possible locations that players can spawn from!

                  Not gonna happen!


                  Comment

                  • Hollister360

                    #39
                    Re: An uncapturable base vs uncapturable base map?

                    Why Havent I Spammed Here Yet, I Dont Kno O Well.

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                    Comment

                    • rsgx

                      #40
                      Re: An uncapturable base vs uncapturable base map?

                      Team deathmatches sound fun, but the game mode I would like is Assault and Secure. I play it on Project Reality sometimes, its pretty fun. In AAS, you have to cap flags in a certain predetermined order, so the fighting is more intense. Sort of like team deathmatches, but it could be used with the maps we already have. But team deathmatches also sound pretty fun.

                      Comment

                      • AlphaNut

                        #41
                        Re: An uncapturable base vs uncapturable base map?

                        TDM, CTF, TKOTH would be so much fun. CTF, Attack and Defend sound like so much more action.
                        This has worked fine with so many other FPS.
                        Change the spawn delay to 5 seconds, and randomly scatter the spawn points in multiple uncappable bases on each side.
                        Change point system: 1 point per kill. No point loss per death. Whichever team that has most kills at the end of the round wins. Round ends after time/max deaths/target destroyed/defended etc.
                        Arty won't be a problem because the front lines will mix, and the commander most likely will hit friendlies too.
                        Add a Shi*load of vehicles, tanks, choppers, AA. No jets, even though some might disagree with me about this point. But I think if there are jets, the maps should be huge with multiple uncappable landing strips on each side, and enough planes, tanks, apcs, and mobile AA for all players. Shorten vehicle spawn times to 10 seconds or so. Imagine dogfights with 10 jets on each side.
                        Or attack/defend with bombers on each side having to hit target bunkers with the TVM while being chased by two enemy Migs.

                        Oh well I hope that some of the future BF2 mods will have a couple of those ideas or maybe better. I just miss the action in this game sometimes on the large outdoor maps....
                        gn8

                        Comment

                        • puglous

                          #42
                          Re: An uncapturable base vs uncapturable base map?

                          The only new game type I'd really want would be Assualt (UT/Wolfenstien style). It was the most ingenius game type ever devised.

                          You're team would be given realistic goals (destroy something, capture something, free someone) while the other team would try to defend those goals as long as possible. Then, when the time was up or the attacking team accomplished their goals, the sides would be swapped and the team which was previously defending would need to see if they could accomplish the goals faster than the original attackers did.

                          Comment

                          • WarGimp

                            #43
                            Re: An uncapturable base vs uncapturable base map?

                            Ah yes, there's plenty of other game types I would love to see. I've conistered several that haven't been seen before. The problem is that they would all require modding to make work.

                            This idea is all about working with what's already on hand and doing something that could be played with NO download required.

                            Comment

                            • enterman

                              #44
                              Re: An uncapturable base vs uncapturable base map?

                              Originally posted by Wargimp
                              The idea just struck me and I wanna bounce it off you folks.

                              What would you think of a map that was 2 opposing uncaptuable bases with no CPs in between? With nothing to capture, the game type changes by default. The only way to win is through raw kills. I essance, it would become a BF2 version of team deathmatch.

                              I donno... it could be fun. As little as I like deathmatch style play, the idea of having the deaths of the other team be your only goal could a giggle.

                              Maps could be big or small. It doesn't really matter.
                              Oh, tangent... Air war map handled this way... cool... or an Iron Assault type map... lotsa tanks... hmm.
                              (I'm rambling publicly)
                              Whatcha peoples think?
                              U just had this idea? I thought of this the day EA mentioned the Map Editor.

                              Comment

                              • WarGimp

                                #45
                                Re: An uncapturable base vs uncapturable base map?

                                Originally posted by enterman
                                U just had this idea? I thought of this the day EA mentioned the Map Editor.
                                So where's your map?
                                :p

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