Mechanics of the game not to blame

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  • Trooper_811
    Retired Network Staff
    • Jul 2005
    • 110

    #1

    Mechanics of the game not to blame

    I peruse this board often and I see so many threads complaining about what I will call the mechanics of the game. I will broadly define “mechanics” as the accuracy of the guns, the ability to jump and throw explosives, the blast radius of weapons, the ability to rearm jets by flying over an airstrip, and anything else that taken together creates the “play-ability” of the game. What I see little of is an analysis of the environment beyond complaints about foliage generation, view distance problems, and video settings. What I propose is that many of the complaints I’ve mentioned above (and many of the others) could be greatly reduced if the map design had been more of a concern of the programmers. To illustrate my point I will make two statements and comment on each briefly. Then I will bring it all together to show how the “play-ability” of the game could be greatly changed (for the better) if just one aspect of the game, map design, had been different.

    Two Statements

    1) Control points need to be more than a flag and a bail of hay.
    2) The areas between control points need to be more than barren waste land.

    Statement 1 Explanation: I actually uttered these words to my teammates a couple of weeks ago when we were constantly being bombed by a jet every time the flag we were capturing went neutral. One of the biggest problems I have always had is that the control points are nothing more than a building or two and a flag surrounded by a (worthless) bunch of sandbags. As soon as a flag goes neutral or is captured the jet is given free kills assuming the pilot can get there within 10 or so seconds (which isn’t hard given the agility of the jet and the ability to reload in about 2 seconds by simply flying over the airstrip). On the ground, clearing out a neutral flag involves lobbing grenades and “noob-tubing” in the general direction of the flag’s base without ever having to actually see the enemy to be a threat. As you know, anytime a flag goes neutral, it isn’t hard to figure out where the enemy is; they are within 10 feet from the flag because the capturing radius is so small.

    Statement 2 Explanation: I really enjoyed Battlefield Vietnam because of the various ways you could approach a flag (and consequently, a situation). This was due mainly to the map design. In BF2 it seems that most of the action takes place in small “pockets” surrounding each control point and that the straight-line distances between control points are nothing more than barren avenues to get to the next pocket. This has a three-fold effect. First, it clusters the action making artillery, jet bombing, noob-tubing, and sniping more (annoyingly) effective. Second, it makes the job of a jet bomber easier because if you aren’t in the control point you are traveling in a straight line to the next one in a barren wasteland making you easy to spot and giving you no place to avoid the bombs. Third and finally, it makes so much of the rest of the map worthless. If you need to see this for yourself, take a look at the overhead map of Zatar Wetlands and ask yourself how much of the map you actually see during a game. It is probably not more than the control points and the straight-line areas between them.

    Conclusions

    Admittedly, I have picked on the jet pilots greatly in the above text but I think that many of the reasons of why map design makes jets so annoying are the same reasons why many other aspects of the game (such as noob-tubing, tank-whoring, artillery, UAV, etc.) are amplified and reduce the fun of the game.

    What I feel is called for in BF2 is more complicated control points (such as the Chinese uncappable base in FuShe Pass) with larger capture radii. This way the emphasis is more on infantry while tanks, helicopters, and jets play a support role rather than as the primary weapons and the success of noob-tubing and C4 throwing is reduced because it is possible to hide and use surprise rather than just driving right up to the flag and hoping for the best. I know that there will be many players who will point out that there is a graphics problem with over-complicated control points and too many static meshes being rendered. However, if the programmers of the game had kept game play (including map design) in mind while creating the engine, form would have followed function and the above suggestions could have worked.

    What I would also like to see changed is the reduction of barren land between and around control points so that there is less emphasis, for example, on grabbing a tank, making a bee line for the closest enemy control point, and laying waste until someone finally bombs or C4s you. In this way, capturing a control point is more than just a brute-force, aggressive assault. This game needs a little more finesse and being able to approach control points without being seen out in that barren land would help. Arcade game BF2 may be, but was it necessary to emphasize this fact in every aspect of the game? Again, there is a graphics problem here but the points I made above about graphics hold here too.

    I realize that the game is made and there is nothing we can do about the current maps. However, with the pending release of booster packs and possibly expansion packs, there is room for movement toward the kind of maps I’m talking about. I must admit that the Special Forces expansion pack took the game in a direction I wish it hadn’t. Although the emphasis is more on infantry, the game doesn’t work for me because:

    1 – The night maps just don’t work no matter how cool the night vision is.
    2 – The capture radii are still too small.
    3 – The flags are too close together
    4 – Some of the maps are just too small for helicopters, tanks, and APCs.

    The maps we get in the booster packs remain to be seen but what I hope to see is movement toward different styles of game play. We already have vanilla BF2 with somewhat varied maps. We have the SF expansion pack which emphasizes infantry in close quarters. Now we need some maps that emphasize other aspects of the game such as stealth and different approaches that don’t favor the aggressive, brute-force strategy.

    One more point in this lengthy post: I feel that if we had the kind of maps that I’ve described above there would be another effect (sorry pilots but I’m going to pick on you again). It seems to me that pilots of jets and helicopters do little more than don their weapon and go hunting. What I mean by this is that they provide little DIRECT support to ground troops outside of GENERALLY reducing the effectiveness of the enemy. Again, I feel that by emphasizing infantry combat in the environments I have called for, pilots of jets and helicopters would have to provide direct support to be successful.

    So, there are my thoughts. What have I missed and why do my suggestions work or not work?
  • Scotty

    #2
    Re: Mechanics of the game not to blame

    I completely agree with you. 100%

    I have said quite often while playing Zatar (to use your example) ... "it would be nice to have a shack or ANYTHING to hide under or near while I'm out here in the middle of nowhere trying to get to the next flag." As it stands, infantry is little more than fodder for tanks, apcs, jets, helos, etc. Please don't tell me to be creative and overcome because when you are out in the middle of absolutely nowhere, there isn't a whole lot you can do.

    This is why maps such as Karkand or Ghost in SF are popular. Things to hide behind, around, under and on top of. Places to take refuge and catch your breath for a moment. The flags are still an issue though because you have to essentially sit out in the open in order to cap one.

    In 1942, I remember creeping through trees and along hillsides in order to sneak up on a cap point. Now, you can get on the hills, but there is no cover on most the maps. When there is a group of trees, you can rarely sneak THROUGH them, you slide around them. Little flaws like this really don't make sense to me.

    I try my hardest to stay off the beaten path most of the time in order to stay alive, but then you get pointed out by the commander after a scan.

    I really don't mind the jets or helos or tanks, but I do agree that maps could use a little something extra.

    Comment

    • machstem

      #3
      Re: Mechanics of the game not to blame

      Good post. It's nice to see someone's opinion put on "paper", explaining himself rather than "everything in this game is bad, sucks balls"

      I am an avid helicopter pilot, and I ALWAYS make certain to help my team accomplish their task. I'm the same when I am a jet pilot. I follow the main fronts, whether they are infantry or tanks. I hardly ever go in alone until I am certain the team will survive and capture the point, the way the game is meant to be played.

      The only point in which I disagree however, is the trouble capturing with a squad. I mean, as long as your team is playing together, trying to accomplish the goal together, you'll get nothing but great results. Most of the time, I've noticed that your own team playing like a bunch of morons is the main problem, as they pratically scream "bomb me while I capture".

      If you've ever played the POE mod for BF Vietnam, you'll have noticed almost exactly what you want: large area maps that allow for more room to breathe; captureable spawns that allow for simple cover, whether a tent or hut. I don't think they will have changed their style in the next booster pack. It's sad, but really, I am excited for the POE2 mod to be released, because it will have what I want in this franchise: variety. When I used to play POE, there was rarely a map played that offered more of an advantage for a team than another.

      I appreciate your view on the frustrations we all get, but I've said it countless times: even if you are only playing infantry, there are ways of getting to point B from point A without being bombarded by a jet or helicopter, as long as your team isn't stupid and notices its environment around them. Hell, when I play with my 2 other buddies, we will be dominated by the air support, yet we will rarely lose a map. True the pilot gets an incredibly large amount of kills in the map, but in the end, to some of these folks the ranking is all that is important in BF2.

      more kills = more skill, from what I've noticed. This is what they think they have, skill, only be because it is an anagram of kills

      PEACE

      Comment

      • raceacontari

        #4
        Re: Mechanics of the game not to blame

        Well, someone is going to flame you...someone has to be negative...always are in these forums...sadly.

        Anyway, I have to agree with you, but I also have to say that the chances of that actually happening are slim to none. EA is just racking in the money and really thus far have shown very little interest in the community. Ya sure they have release patchs and so forth...but why not release a patch that does more than change the ranking system around and supposibly fix the AA (you all remember 1.02 was supposed to make AA missiles smarter??) The next patch has just shown me that EA is only fixing things people are whining about. Honestly the bunny hopping, noob tubing, etc, doesn't bother me because it's easy to beat if you know how. Now we have to learn to play again with the new features.

        My point is, they would never make the kind of maps you are talking about. here they are messing with the jumping and the accuracy of the guns (which were fine in my opinion...i make head shots with sniper rifles all the time), and yet still after...what 4 or 5 patchs now, some of the actual problems with the game are not being addressed.

        Maybe some people will make custom maps like that, or maybe EA will actually make some infantry maps...I think a map like Karkand or Warlord from SF would be awesome if the only vehicles that were given were like Vodnicks and hummers, no armor at all. Not that armor isn't good...it plays its role but not having it at all would create an entirely different style of play in the level.

        Comment

        • machstem

          #5
          Re: Mechanics of the game not to blame

          Originally posted by raceacontari
          Maybe some people will make custom maps like that, or maybe EA will actually make some infantry maps...I think a map like Karkand or Warlord from SF would be awesome if the only vehicles that were given were like Vodnicks and hummers, no armor at all. Not that armor isn't good...it plays its role but not having it at all would create an entirely different style of play in the level.
          Sorry for only quoting you on your last paragraph, but it's the only thing I'm against, simply because without tanks/jets/helicopters, this game becomes an infantry based game, and the BF franchise has only kept its community because of the vehicles. Take them all out of any map, and you're not playing BF2 anymore, you're playing some generic FPS game that will ruin the BF series experience.

          Your other points make sense: You're like me, you adapt to your surroundings, you learn to evaluate the situation, and resolve it by killing the opponent. Most players, it seems, don't have the intelligence to battle, they only want one thing: the most kills, which in the BF series, especially in Conquest mode, means absolutely nothing.

          PEACE

          Comment

          • firezip

            #6
            Re: Mechanics of the game not to blame

            You have to remember, BFV wasn't developed by the folks who made BF2

            Comment

            • Odedge
              Member
              • Sep 2007
              • 285

              #7
              Re: Mechanics of the game not to blame

              I have to agree with the original poster because we are in the same clan!

              Seriously though, I would like more complex capture points as mentioned above. It seems like Wake Island 2007 did this fairly well. Most of the CP have a fairly big radius and thus you have to search your enemy out rather than blowing up the flag. Unfortunately, there are few routes and getting on the island for the American side can be a challenge if the Chinese are a decent team.

              It seems like Daqing Oilfields has the most varied and "complex" CP. The Gas station can be taken in 3 different areas. The middle flag can be captured in 3 different places. There are some big enough items to discourage low flying jets. Also, there are different routes to take with trees providing some cover. I guess that's why it's one of my favorite maps.

              Comment

              • imported_SpungE

                #8
                Re: Mechanics of the game not to blame

                Best post ever. Armed Assaults gonna have lots of things to sneak around in/behind. On AA's release it's bye bye to BF2...

                Comment

                • Keith Maniac

                  #9
                  Re: Mechanics of the game not to blame

                  Originally posted by cwv_8t88
                  It seems to me that pilots of jets and helicopters do little more than don their weapon and go hunting. What I mean by this is that they provide little DIRECT support to ground troops outside of GENERALLY reducing the effectiveness of the enemy. Again, I feel that by emphasizing infantry combat in the environments I have called for, pilots of jets and helicopters would have to provide direct support to be successful.
                  AH shooting down the enemy MI28 as often as possible in Sharqi is the best possible support for the ground grunts they can get.

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