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Reverse Tickets

This is a discussion on Reverse Tickets within the FH2 Suggestions forums, part of the Battlefield Mod: Forgotten Hope category; There are ways of allowing spawn people in certain place without having a control point directly responsible for those spawns. ...

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  #31  
Old November 20th, 2006
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Default Re: Reverse Tickets

There are ways of allowing spawn people in certain place without having a control point directly responsible for those spawns. Works like independant spawn point spawned by control point, under certain conditions.
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  #32  
Old November 20th, 2006
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Default Re: Reverse Tickets

Maps should focus on objectives and less on silly pre-defined über small magic capture circles. In a simple world team A spawns on one location and team B on an other (which may be of any given size, shape and form). Both teams try to complete their objectives (capture the town of X, secure the bridge/airfielfd or hold of the enemy).

In the battlefield series, to capture a town/airfield you almost always have to capture one single building which is just stupid. If I capture an airfield I need to secure it, gain the upperhand and when my troops can move around relativly freely there I control it. If there is one sneaky-little-enemy-bastard still around town that really doesn't matter much. This i why control points suck major bullocks. It's far to restricting

Same applies to the ticket count. It's far from perfect since in real life you dont have any respawns. You just have an X number of resources (which may receive reinforcements while the battle goes on) and have to use them to complete your objectives. There isn't a counter that says that if you lost X ticketcounts you suddently lose regardless of how many vehicles and soldiers are still around or which objectives you completed. You can hold you main objectives and still lose due to high casualty numbers.

In short. Objective maps win but since it's a game (thus lacking coordination, realistic unit numbers, terrain size etc.) the perfect system can not be recreated. If the engine would support "advanced" objectives that would rule. Parameters for a victory should for example be like this:

- Capture and hold the town (this means, have the upperhand/control over the whole town but one or two enemies running about isn't really an issue to claim control!)
- Hold it with a reasonable force (one man can't claim control over a town, not even if he is completely alone and no friend, foes or neutral forces are around)
- Hold it for a reasonable amount of time (even if you have tanks and troops on every corner of your objectives you still won't control it fully intill you setted up a stronghold). Rolling in and securing your objective isn't enough if the enemy will push you back one moment later. You need to hold onto it for atleast some amount of time to show that you are now in control and the enemy isn't likely to do anything about it at this or the next moment.

How this can be translated to the engine? Not sure, but an objective mode that allows for freedom in mobility, requires teamwork and prevents lonewolfs from claiming victory would help a lot.
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  #33  
Old November 20th, 2006
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Default Re: Reverse Tickets

@Donutz:
For flags I would suggest the multi-people one-time captureable flags.
So a lone-wolf will not be able to do anything, but a squad can capture the flag.

As for map layouts I think all objective maps should start out with one team in control of the objective points. Kinda like on iwo-jima but without recapping.
The japs can push you back but they cannot retake the flags. Each of the flags control the spawns in the home base. When the japanese lose all flags, they lose the capability to spawn and you only have to fight those left to win the round.
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  #34  
Old November 20th, 2006
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Default Re: Reverse Tickets

It would be nice that if you could like destroy an outpost with blowing it up somehow or something like that, then the enemy can't spawn there anymore however when outpost is destroyed by enemy then you can retake it but it would take some 2 mins. or something or something similar to HQ mode in COD series, that would give even more usage to radio too and even if you can sneak and destroy the radio then enemy won't be able to spawn there until engineer fixes the radio or new radio spawns if the flag is still hold by the team whose radio was destroyed...something like that
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  #35  
Old November 21st, 2006
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Default Re: Reverse Tickets

Quote:
Originally Posted by Lt.M@rv View Post
It would be nice that if you could like destroy an outpost with blowing it up somehow or something like that, then the enemy can't spawn there anymore however when outpost is destroyed by enemy then you can retake it but it would take some 2 mins. or something or something similar to HQ mode in COD series, that would give even more usage to radio too and even if you can sneak and destroy the radio then enemy won't be able to spawn there until engineer fixes the radio or new radio spawns if the flag is still hold by the team whose radio was destroyed...something like that
Exactly some of the ideas I have suggested. Similarly equipment could be linked to such destroyables.

Though one limitation I would have is that all stuff only spawn once. This would simulate the incremental steps of a battle and might also force the teams to really defend stuff. Though the battle does not have to be push-style. Just enough guys to swarm a position and it is conquered. The defenders can push the attackers back but they cannot regain the position (i.e. gettin their flag there).

Another idea might be what dod had. Every base has a flag and a spawn but the spawn is not near the flag but farther back. Say in a barracks or at the next line of defenses. This might just be a compromise between spawning at the flag or in the home base. Though it would only work if it is possible to have sepperate spawn points for each team.
Or mixed with the destructable idea:those that initally hold the destructable can spawn set back a little (barraks/next line of defense). once the point is taken and/or the destructable destroyed, no one can spawn there any more.
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  #36  
Old November 21st, 2006
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Default Re: Reverse Tickets

Problem would be that it would take a very large ammount of destructables and, for the bf2 engine, that causes very large lag for the server.
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  #37  
Old November 21st, 2006
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Default Re: Reverse Tickets

How laggy is Battle of Brittain or Bombing the Reich?
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  #38  
Old November 21st, 2006
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Default Re: Reverse Tickets

But those are 5 or so scattered objectives. If your talking about destroying an entire outpost, bunker system, defensive posistion, base to the point in which people couldn't spawn there, then your going to have to have a lot more destructibles than just blowing up a single building in a spawn area since people will spawn from multiple places, and multiple buidlings depending on how the objectives area is set up. And if they all have to be destroyed, the number of destructibles is going to be a lot higher than BoB or BtR with multiple objectives/flags per map.
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  #39  
Old November 22nd, 2006
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Default Re: Reverse Tickets

I was not talking about an entire outpost. Naturally the line has to be drawn somewhere.

I could imagine, say 2 per flag. (number off the top of my head).
We could have two spawns per flag f.i.

Dumb question, can we have spawns linked to vehicles? Like a battleship determines if someone can spawn at a base near it?
It could even be a apc or an opel, not just a building.
Think this way: Lend/Lease - Desert Rose : you have allied and axis ships on the cost. Liked to them are vehicle spawns. Destroy the ships -> no more vehicle spawns. It is no longer just a battle for flags. And your tactics can vary. Do you (axis, on offensive, allies have all flags) send out the (limited amout of) stukas against the ships or do you go for the flag defenses?
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