There is a control feature in the game. Although in this case its based on having a majority of your team in the zone for a certain amount of time.
Its not a control. Its capturing or not capturing. We are inside a computer game, remember?
Zetsumei said:
Making this area based, can be done using an influence system, moving front system or fog of war system. Influence has been the key to the board game called GO that has existedfor over 2500 years.
Thats quite easy in GO, and unbelievable hard in 3d computer game. How you imagine fog of war or moving front system could work inside a building? Can you talk with mathematical terms? "It is working in GO so should work in Red Orchestra" will not help.
That would be very complicated system, since the game will need to analyse every player movement inside an area. That simply will not be implemented. You need simple win conditions. Else it will confuse every player.
Zetsumei said:
You don't have a 5 man team, were talking about armies fighting not a covert ops mission. If you cannot defend all possible entrances then exactly will the battle be interesting if you fight it for the ground. Its about how you manage to keep most of the objective in your control. How you outsmart the enemy in your approach.
Actually, we don't have armies fighting each other. We have 2 teams of limited players. And we have certain count of objectives. There could be 3 objectives, which could be taken simultaneously. You could have 2-3 players coming into 1 objective to capture it. Game should be playable with any amount of players. Imagine 3vs3 game with huge objective area.
In reality, battle is split up on small battles, where you have small local objectives. Same in RO. You don't need army to get that small local objective.
Currently you don't need to outsmart the enemy. You just need to enter the objective.
Zetsumei said:
Indeed not all points should be realistic as it might lead to boring gameplay.
But giving teams more freedom in how to attack a location doesn't equal to boring gameplay, that ro's gameplay isn't boring can be shown with it having more players than america's army while that game is free.
Are you kidding me? Americas Army has ten million registered players.
Now its Total Registered Players: 10,177,981 (thats only aao2). But you can check the web by yourself.
http://login.aa3.americasarmy.com/servers
Current Players Online (for aao3): 298 (now, at morning).
Zetsumei said:
Respawning to the game adds another level of tactics, its no longer all about killing the enemy and then getting the win. As you need to manage reinforcements where should reinforcements go, and how can you cut off the enemy reinforcements from getting to the capzone.
I'm not totaly against respawning. I'm for balanced, well thought, dynamic spawn system.
Few variants for example:
- Once you die, you are unable to spawn, until your team takes next objective. If your team loose too many team members during attack of first objective, then you looose the round.
- You could have limited available respawn count. 3 lifes for each objective. Once your team takes next objective, your respawn count resets to 3.
- You increase your life count every 10 points you get.
Currently, if your team exceeds reinforcements, you are stuck to wait for last camper to die. Thats worst system ever. Imagine, you were the best unit, had more than any points, participated in capturing all objectives, and died only once. Now you need to wait for (lets say) 5 minutes, because most of your team just had dumb suicide runs, and you are out of reinforcements.
Zetsumei said:
Because you can respawn maps can obtain more objectives in sequential order. Allowing you to fight in much bigger maps without the entire place getting empty.
Currently, the entire place is empty, except the next available objective to take. But I don't see a problem here.
Zetsumei said:
With my scenario defenders must defend the location they are assigned to defend which can often be an entire building. Attackers must obtain and put 70% of the entire building under their control to call it a cap.
If 20 people stand in the basement they do not control 70% of the entire building they simply control the basement and thus do not cap.
Thats hard to imagine. Lets think about scenario:
You have to capture 3-floor building.
Your team obtain 65% of building (btw, how you know, you got 65%?), but got heavy resistance on 3rd floor.
So most of your team members inside a building should come to 2nd floor to make an assault on 3rd floor.
Finally, your team break resistance, but new enemies arrived at first floor. If capping area is big, then enemy could hide in every hole inside an objective.
This brings unrealistic gameplay, you don't need actually seek for every hole to control the building. But because game DECIDES by ITSELF do you control the building or not, you are forced to search. I don't call it freedom. I call it broken gameplay.
Do not forget, that you could have only 3 man, who is trying to capture a building and only 2 man, who is defending the building. Since 1 map could have 5 objectives. Think about possible scenarios, but not ideal scenarios.
Actual game is very far from ideals.
Zetsumei said:
In my scenario you need to correctly manage how you will obtain control of 70% of the location. And hold key points like stairs to lock the control of say the top floor to your side. You need to work as a team with your entire team, not just need 1 guy to cap and another two to cover him. Fighthing over a group of rooms is more complex and tactically challenging than fighting over a single room. Exactly for the reason that you cannot be in every place of importance at the same time, so you need to use your team wisely and adapt to the situation. Making the battle different every time you play it.
Comming all together to one place is not "work as a team". Killing all enemies inside a building is not "work as a team". Thats team deathmatch. But, "1 guy to cap and another two to cover him" this is exactly "work as a team". Because without doing it, it is impossible to capture the objective. And it is very possible to capture the objective, just doing regular "team deathmatch" by killing all enemies inside.
You remember your point, where "people are trying to do things with most easier way". Why should they coordinate, if its just enought to pew pew everyone? This is what happening now. And will happen in your scenario.
Zetsumei said:
I say Ro is more realistic than americas army in its basic gameplay type (wars are often fought in order to conquer terrain and land), in weapon characteristics, handling and damage. In RO you fight with more than just a squad. In armericas army you don't fight a war you fight a covert ops mission.
Basic gameplay type??? What part of basic gameplay is more realistic?
People are running suicide attacks? No coordination, because your life has no cost? Capturing objective by bringing more people inside it (zerg-style) ?
Making realistic weapon characteristics, handling and damage is not making gameplay realistic. It can make gun fights more realistic. Overall gameplay is not only gun fights.
Zetsumei said:
About the capping system plz read what i said before and don't assume other things than what i said.
Ye, I remember. Area based capture system. Your people should split into more area to take it.
So 3 man team could capture objective by splitting inside in rooms, while 10 man are sitting inside KEY coridor, and ACTUALLY controlling the building. Worst and not logical system ever.
These 10 man will have no idea, why the objective were captured by enemies, if they CONTROL it and they have more numbers.
Why you make game to decide who is controlling the building?
Why you think making "more unrealistic ways to capture building" will bring fun/realism?
Zetsumei said:
If your entire team doesnt aim to obtain an objective then your team should loose, its a team game its about team work, its not about individual achievements. Being able to capture a 3 story building swarming with enemies because you're in a single insignificant room, aint my idea of teamwork.
Problem is, THEY ARE AIMED to it. But they want to do it with different ways:
1) to control key hills with MG
2) to control ways to objective
3) covering someone, who is in cap zone
4) calling arty support with binoculars
5) killing enemies who is trying to kill your MG, which is covering smtng.
BUT. They are forced to physically come to objective to capture it. Yeah thats very realistic/fun. They are forced to, because GAME is deciding if objective is under control or not.
MG is running with heavy weapon to cap area to take it, because there are more enemies around.
Zetsumei said:
When you must cap a single room in a 3 story building, believe me you wont try to get controll the entire building before capping that room. And thats why i think that single spot capzones wont work for the TERRITORY gametype.
HOW could I belive you, if it WORKS in other games?
How could I belive you, if it is NOT WORKING in Red Orchestra now?
The point is, to capture a single room you will need to secure the area from attacks. If you will not do it, then anyone could throw a small grenade and kill everyone who is near objective. If enemy is camping in small rooms - they are useless for a defending team.
So defenders should defend all possible ways inside an objective. They have to control all movements inside an objective building. They have to physically control the building. If attackers are managed to break the resistance, if they managed to fight a way to the objective point, then they are awarded by possibility to capture the objective itself. That is simplest, logical and realistic way to do.