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Showing results for tags 'objective'.
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TEAM Tags: N/A TEAM Name: DANGER CLOSE GAMING TEAM Website: Danger Close Gaming Current Games: SQUAD Voice COMMS: TeamSpeak 3 Recruiting: Yes (Visit our website for further details...) Age Req'd: 20+ Minimum Console: PC TEAM Info: We are a US based, Casual - PC Online Gaming Community with a slogan, "ONE TEAM, ONE MISSION". We are not a clan, but a TEAM of gamer's from various genres that play First Person Shooter (FPS) with a common goal of, "Playing the Objective..." and we're looking for active players to expand our operations in, SQUAD. Our Community is based on TEAM work, Communication, F.U.N. (FIGHT As Team, UTILIZE Your Assets, NEVER Give Up) being Pro-active on our server's, Forum and TeamSpeak 3 (main voice COMMS). We'll provide a server for each of the games we play, do our best to keep games active and add new one's as they evolve to maintain a good balance of interest, but it takes TEAM work from active players to make this happen. The BEST part, "it cost you nothing..." to be part of something GREAT! WifeyBiscuit
Hello! I think it's confusing trying to find a teammates on the map if you don't know which green dot he's. What about adding names of mates on the map? Also when I try to explain to my squad which objective should be defended or attacked I have problem saying the name of the objective i'm talking about because I don't remember it. What about a short name of the objective on the map? Easier and clear comunications Bye!
Dynamic AAS routes were introduced into PR a while back and have made a big difference in keeping the game from getting monotonous. Having a wide open map with every objective up for grabs all the time made for horrible chaos. There was no cap order at all so it broke the game and was too confusing. Consequently, AAS was changed to have fixed routes which also got boring because everyone knew exactly what would happen every single time. Devs were pestered to change objectives or received complains because of changes to them. Dynamic AAS let randomness break up the monotony of fixed AAS routes. So far so good. I'd like to suggest a bit of an adaption, where the teams get to choose where they want to go, but always end up meeting in the middle. Teams that follow the west side of the map, will meet up halfway along the west. Teams that chose opposite sides of the maps are directed choose among objectives that lead them towards meeting up with the other team -- all automatically. Teams choose the objective they want by capping it. However, if squads went to different objectives, the first one capped will cancel the others. I've made an amateur slideshow that gives readers the general idea. What a sample team would see as they start capturing objectives. Remember that the enemy team's location influences where the next new objectives will be.
So i just had this idea while taking a dump, and those are always the best right? It goes in the same direction as the emergent objectives recently suggested by Valmont, just not as far, it's still about capping flags. First of all, to illustrate the idea, admire my leet paint skills: For those of you who don't know PR, this is how the current AAS(Advance And Secure)v4 system works: There are different flag routes for each layer of a map, in my example called Alpha, Bravo and Charlie. At the start of a round the server picks one of those at random and that' where the fight will be. Before that we had AASv3 which had more randomness: The server would pick one flag at random from each group denoted by numbers in my example. This would turn out a bit weird sometimes, for example the route could be, from BLUFORs perspective: first cap 1Charlie, then 2Alpha, then 3Charlie. This could generate very large distances between successive objectives which made the gameplay a bit incoherent at times, and so it was replaced by AASv4. My idea now is this: 1. Let the players decide which objectives they want to go for. 2. Let that decision influence the next objectve, or rather the next set of objectives to choose from. 3. Don't let the teams see what the opponents have chosen and capped until they "meet in the middle", i.e. common objectives emerge, which one team has to attack and the other is defending. So for example Blufor would choose to secure 1Alpha first, which when completed gives them the choice to go for 2Alpha or 2Bravo next, but not 2Charlie because it's too far away. The next objective after that would probably be dependent on what Opfor have been up to in the meantime. I haven't fleshed this idea out fully yet; there are several possibilities of what could happen next: Say that Opfor has been going for 3Bravo, but Blufor was faster to secure 1Alpha. This means that Opfor can't choose 2Charlie any more, and by now everyone knows what the opponent was up to. Now the question is what flag in the middle will be fought over next, which team gets to decide that? We could leave both possibilities, i.e. 2Alpha and 2Bravo in the example, open for both teams, and select whichever is secured first by a team, automatically invalidating the other one. Or, say Opfor secures 2Bravo quickly but despite being in the same group of objectives, they both remain in play, and the attack/defend battle emerges may emerge between them. Another question is who on a team gets to actually make the decisions? This would probably need a commander role, but it doesn't have to be just a click on the map, ordering "We're going for that one!". Rather, you could also have different parts of the team try to achieve multiple possible objectives at once and when one or more of them has been achieved, i.e. flag(s) capped, the CO decides to commit to one of them, opening up the next set of objectives. Since you can't see what objectives the opposing team has committed to (until the strings of flags somehow meets in the middle), rushing one of their first objectives seems pointless. There is the possibility for new kinds of strategies though: Lets say, referring to the picture again, that Blufor rather want the fight to happen on the northwestern half of the map. They have faster choppers or whatever and insert into 3Charlie and hold off Opfor before they can secure it, in order to block that part of the sequence of objectives. Now Opfor has to make a choice: Let's say another Opfor Squad has secured 3Alpha. Now their CO can decide to commit to that route, giving Blufor the fight in the Area they wanted. Or, he can not commit yet and order more troops to help attack and secure 3Charlie. ...which leads me to another idea on the fly: Areas that have been secured but not committed to (either by CO or the mechanic of meeting in the middle) turn "neutral" again when there are no more troops present. Again in the example, Opfor could decide to abandon 3Alpha, or to leave the troops there but don't commit to the objective yet, just in case they can't flush out Blufor at 3Charlie. So, that's it, feel free to build upon it or take it apart.