In a thread in the general discussion it was pointed out that the current system of out of bounds in RS1 prevents any sort of ambush play, but to remove this would create lots of spawn killing problems. While it really depends a lot on what sort of game modes RS2 eventually includes (I hope they find something a little more appropriate than straight territories, because while that is a solid mode it has many drawbacks especially for asymmetric fights, since once you are outnumbered you immediately lose) I think that there is a good compromise system that could be done.
Suppose that in RS2 there are still objectives to be taken or completed, and that once the attacking team takes them you want to make the action move somewhere else to keep things centered, and not have people wandering all over. You could keep the out of bounds, but instead of have it immediately come into effect, the attacking team must physically search and clear every area before it becomes out of bounds, and your team can begin to spawn there. Basically you could divide the map up into sections surrounding each objective, and once you clear a section of defending ambushers, it becomes out of bounds to them all. Also, once an objective is lost, either the movement of defenders into the old objective's sectors is limited or completely stopped, so that you can only stay there if you were planning an ambush when the objective was lost (this would also prevent people from continually entering say a jungle area and hiding to run out time.)
I think this system would be cool for Vietnam because it would sort of simulate the need for patrols to go out and root out an enemy by giving that decision the value of uninterrupted movement of troops towards further objectives, or if you cleared all the sectors the ability to move your spawns further up into the newly cleared sector. But it would also allow you to tactically judge the situation as an attacker whether it is necessary to clear each sector before continuing, or whether a more remote sector could be bypassed safely enough to get to the new objective without clearing it.
I know the idea or anything like it is very unlikely to be adopted or anything, I just thought it was interesting enough to share. I really just don't want to see a return to a system that 1) sees most of the map wasted because the caps or targets are the only center of action 2) strongly favors constantly running straight towards the objective at all times. 3) where a single player or group of players has no value as long as they are slightly lower in number than enemy in a cap.
tl;dr. I would favor a mixed objective capture and sector clearing mode in RS2 to better simulate the situations and tactics of guerrilla war.
Suppose that in RS2 there are still objectives to be taken or completed, and that once the attacking team takes them you want to make the action move somewhere else to keep things centered, and not have people wandering all over. You could keep the out of bounds, but instead of have it immediately come into effect, the attacking team must physically search and clear every area before it becomes out of bounds, and your team can begin to spawn there. Basically you could divide the map up into sections surrounding each objective, and once you clear a section of defending ambushers, it becomes out of bounds to them all. Also, once an objective is lost, either the movement of defenders into the old objective's sectors is limited or completely stopped, so that you can only stay there if you were planning an ambush when the objective was lost (this would also prevent people from continually entering say a jungle area and hiding to run out time.)
I think this system would be cool for Vietnam because it would sort of simulate the need for patrols to go out and root out an enemy by giving that decision the value of uninterrupted movement of troops towards further objectives, or if you cleared all the sectors the ability to move your spawns further up into the newly cleared sector. But it would also allow you to tactically judge the situation as an attacker whether it is necessary to clear each sector before continuing, or whether a more remote sector could be bypassed safely enough to get to the new objective without clearing it.
I know the idea or anything like it is very unlikely to be adopted or anything, I just thought it was interesting enough to share. I really just don't want to see a return to a system that 1) sees most of the map wasted because the caps or targets are the only center of action 2) strongly favors constantly running straight towards the objective at all times. 3) where a single player or group of players has no value as long as they are slightly lower in number than enemy in a cap.
tl;dr. I would favor a mixed objective capture and sector clearing mode in RS2 to better simulate the situations and tactics of guerrilla war.