I rember a thread about this probably nearly a year ago, in which I was very impresed by something Yoshi said.
As far as I can remember the debate was about cap zones on the larger urban maps, and speificaly the large buildings in leningrad.
Now what Yoshi said was that his perfect system would be each individual room counts as a seperate cap zone. To cap a room you have to have one person in it for say 15 seconds, and then he moves onto the next room.
Thats all I can remember of Yoshi's ideas, so I'll add my own thoughts to it now:
To take Leningrad as an example, the first cap is "The Anti Tank Position" (never understood why, no AT stuff that I ever saw ). Now this cap zone includes I think 4 floors, each with 2 coridoors and most with atleast 2 rooms opening out of each coridor.
In game play it is quite possible for the germans to cram people into just one or two rooms, and cap the building that way whilst the russians still have the majority of the cap locked down.
Now my idea would be that within this "primary" cap zone, each room counts as " secondary" or "control" capzone. Each room/area, is an idivdual, non linked cap zone. These caps would be fast to change hands, would have no indication of enemies in them (although the primary would), and would be unlinked, ie, once the primary opens up, all the "control" caps inside would become free.
To cpa the primary and move the game foward, one team would have to take 50% of the control caps. Once 50% are taken, every cap taken after that would move the primary cap bar fowards, ie, each control cap counts rather like 1 player does in the current game.
In order to start moving the primary cap bar, one team would have to hold 50% or more of the control caps in a solid block, touching each other. This would allow for a small group of players to be cut off from the main resistance and hole up in a few rooms. They would no longer be acctivley contributing to the fight, but on the other hand they are still preventing the enemy from taking those rooms and adding them to their 50%.
Ok, thats the basis of my idea, now a few points about it:
This would force a much greater degree of team work and cohesion, and would lead to some absolutely epic fights from room to room, with one team holding the upstairs and the other down stairs (which I belive happened quite often in Stalingrad).
It would also add a far greater depth of freedom and replayabilty to maps, by allowing almost infinite ways to take each objective, each fight for a large building would become almost unique, as each team pushes back and forth in the rooms.
Curently the method of taking a cap such as the AT on leningrad is to run in and hide whilst others cut off the enemy spawn. This is all very well, but it doesn't make the aattackers really clear the building out and take over it, they just hold one or two rooms till the cap bar has moved along.
With this idea I belive fights would become far more realisitic, tense and require far more teamwork and cordination, to go in with your squad and sweep out a building one room at would be absolutley epic IMHO, only thing more epic would be as a small group holding one corner of a builiding and getting cut off, and holding against all the enemy can throw at you untill you are rescued by the next push from your side, or even better, making your way through the enemy building to rejoin your teamates.
Obviously the the various figures I suggest are just pulled out the air and would have to be tested to get the balance right.
I put this at the bottom becuase i am not so sure aboaut it, but I think it might add to thr gameplay if there was a forced nomans land between control cap, so if you are in the first room and the enemy is in the third, you have to clear them out of the third before you can take the second. this I feel might slow down the gameplay somewhat and disencourage bumrushing to cap, if you knwo that you can't cap anyway untill you have cleared the area.
As regard scoring I don't know really, in my vision the control caps would change hands quite often if the teams w're ballanced, but maybe 1 point should be awarded for taking a control cap. Very minor point anyway.
As far as I can remember the debate was about cap zones on the larger urban maps, and speificaly the large buildings in leningrad.
Now what Yoshi said was that his perfect system would be each individual room counts as a seperate cap zone. To cap a room you have to have one person in it for say 15 seconds, and then he moves onto the next room.
Thats all I can remember of Yoshi's ideas, so I'll add my own thoughts to it now:
To take Leningrad as an example, the first cap is "The Anti Tank Position" (never understood why, no AT stuff that I ever saw ). Now this cap zone includes I think 4 floors, each with 2 coridoors and most with atleast 2 rooms opening out of each coridor.
In game play it is quite possible for the germans to cram people into just one or two rooms, and cap the building that way whilst the russians still have the majority of the cap locked down.
Now my idea would be that within this "primary" cap zone, each room counts as " secondary" or "control" capzone. Each room/area, is an idivdual, non linked cap zone. These caps would be fast to change hands, would have no indication of enemies in them (although the primary would), and would be unlinked, ie, once the primary opens up, all the "control" caps inside would become free.
To cpa the primary and move the game foward, one team would have to take 50% of the control caps. Once 50% are taken, every cap taken after that would move the primary cap bar fowards, ie, each control cap counts rather like 1 player does in the current game.
In order to start moving the primary cap bar, one team would have to hold 50% or more of the control caps in a solid block, touching each other. This would allow for a small group of players to be cut off from the main resistance and hole up in a few rooms. They would no longer be acctivley contributing to the fight, but on the other hand they are still preventing the enemy from taking those rooms and adding them to their 50%.
Ok, thats the basis of my idea, now a few points about it:
This would force a much greater degree of team work and cohesion, and would lead to some absolutely epic fights from room to room, with one team holding the upstairs and the other down stairs (which I belive happened quite often in Stalingrad).
It would also add a far greater depth of freedom and replayabilty to maps, by allowing almost infinite ways to take each objective, each fight for a large building would become almost unique, as each team pushes back and forth in the rooms.
Curently the method of taking a cap such as the AT on leningrad is to run in and hide whilst others cut off the enemy spawn. This is all very well, but it doesn't make the aattackers really clear the building out and take over it, they just hold one or two rooms till the cap bar has moved along.
With this idea I belive fights would become far more realisitic, tense and require far more teamwork and cordination, to go in with your squad and sweep out a building one room at would be absolutley epic IMHO, only thing more epic would be as a small group holding one corner of a builiding and getting cut off, and holding against all the enemy can throw at you untill you are rescued by the next push from your side, or even better, making your way through the enemy building to rejoin your teamates.
Obviously the the various figures I suggest are just pulled out the air and would have to be tested to get the balance right.
I put this at the bottom becuase i am not so sure aboaut it, but I think it might add to thr gameplay if there was a forced nomans land between control cap, so if you are in the first room and the enemy is in the third, you have to clear them out of the third before you can take the second. this I feel might slow down the gameplay somewhat and disencourage bumrushing to cap, if you knwo that you can't cap anyway untill you have cleared the area.
As regard scoring I don't know really, in my vision the control caps would change hands quite often if the teams w're ballanced, but maybe 1 point should be awarded for taking a control cap. Very minor point anyway.