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Post by kouza on Aug 24, 2010 20:21:23 GMT -5
Ideas:
1. Props to be worth points have to be in a designated Supply Depota (AWAY FROM THE CP) Maybe Hamburger Hill, and New Castle?
This will focus battle away from the CP, and allow players to explore more areas of the field that have not been used as much lately. (I don`t remember the last big P.O.W battle)
Maybe, have both teams start with a "ICON". If you steal the opposing teams Icon from them you will gain points for lowering the opposing teams morale. The Icon is basically a prop of some sort, in addition to the other three or so a game.
2. Remove the CP kill/ No mission benefit. The focus used to be on missions unfortunately, now it is just as beneficial to kill the opposing teams CP to end their missions. So many teams come out and put blinders on the CP because, its to beneficial to kill now. This rule also often creates the issues on tower fields, where the Blue team often gets spawn trapped, and has little or no escape.
3. Designated Generals are not allowed to go into the spawn triangle. Both teams always have a player hiding in the triangle with the General ABT now.
4. Make more cover between the Red CP, and Red Spawn in, along the line of the Red pylons (So blue players cannot fill them), this will help equate the large distance between the Blue CP , and any Bunkers, and the fact it has a natural barrier between the CP and Spawn wall, and the fact that the Red CP, has a bunker within 10-15 feet of the CP, and one, one person bunker between the CP, and Spawn wall.
Please feel free to give any constructive input, or come up with your own ideas! this is how Ronn and Donn know that things need to be changed.
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Post by chowda on Aug 24, 2010 20:42:31 GMT -5
Hmmmmmmmm..........
This is going to sound crazy coming from the Capt of the worst offenders (ie CP killers) but I agree with some of these points
I don't think bottling up the game at the CPs is a good idea either Kouza.
I don't really think we should do away with the CP kill but doing away with it stopping the missions would be good so I think making the CP worth a token amount of points and make it "killable" only every 15 minutes would be fine.
I do think we need to make the generals more points but keep them out of the triangles as Kouza stated.
I would like to see the tower CP moved to the back right intstead of left and try using the castle in the POW as the other CP.........just for a change of pace. I know that would make the current triangles kind of moot but I think we need to move the game around the field instead of the field around the game.
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Post by kouza on Aug 24, 2010 21:00:26 GMT -5
I agree with moving the CP`s, I did not post because of the triangles, I think it would be interesting to move them between towers/hamburger hill, and new castle. (About how they used to be). I believe the issue with that became, the Big hill, coming down on the Red CP, was impossible to fight up, when the blue team took it but, that was a rare issue being as if to much was focused on spools, the fight ended up pushing out through P.O.W and, across the field.
P.S: I was not calling any CP killing out here (I killed it 3 or 4 times in the game against oxy). It would be silly for me to call it out because, quite frankly, doing it is so beneficial to winning the game, that its a legitimate strategy. My thing is, that because of it (OFU included)so many teams have focused them selves on the two cp`s as much as the missions.
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Post by leroyjenkins on Aug 24, 2010 21:07:33 GMT -5
i all for this
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Post by The Corndog on Aug 24, 2010 21:11:36 GMT -5
well said Kouza. Good job.
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Post by wallace on Aug 24, 2010 21:29:42 GMT -5
Ideas: 1. Props to be worth points have to be in a designated Supply Depota (AWAY FROM THE CP) Maybe Hamburger Hill, and New Castle? This will focus battle away from the CP, and allow players to explore more areas of the field that have not been used as much lately. (I don`t remember the last big P.O.W battle) Maybe, have both teams start with a "ICON". If you steal the opposing teams Icon from them you will gain points for lowering the opposing teams morale. The Icon is basically a prop of some sort, in addition to the other three or so a game. 2. Remove the CP kill/ No mission benefit. The focus used to be on missions unfortunately, now it is just as beneficial to kill the opposing teams CP to end their missions. So many teams come out and put blinders on the CP because, its to beneficial to kill now. This rule also often creates the issues on tower fields, where the Blue team often gets spawn trapped, and has little or no escape. 3. Designated Generals are not allowed to go into the spawn triangle. Both teams always have a player hiding in the triangle with the General ABT now. 4. Make more cover between the Red CP, and Red Spawn in, along the line of the Red pylons (So blue players cannot fill them), this will help equate the large distance between the Blue CP , and any Bunkers, and the fact it has a natural barrier between the CP and Spawn wall, and the fact that the Red CP, has a bunker within 10-15 feet of the CP, and one, one person bunker between the CP, and Spawn wall. Please feel free to give any constructive input, or come up with your own ideas! this is how Ronn and Donn know that things need to be changed. 1. Agreed, I like the idea of having the props further away from both CP's. it makes it more of a challenge for both sides to try and get it. So far there has only been 4 props per RAW game. making it only 2 props up for grabs and the other 2 have to be defend/assaulted the rest of the game. Say the Defending team can not move the prop at new castle, but the Attacking team can so the can retrieve it? So the point system would have to be work out. Through i still think this would be fun having a prop deeper in enemy territory. 2. CP kills will always happen. You really can't stop it. With the way the rules are set now, it gives a CP killer team has a goal. To me i been on both sides of this coin and the rules as of now don't really bother me to much. Though if you can't get out of the triangle area. it sucks ALOT, but it makes it a challenge and sometimes your at the mercy of the opposing team at times. That being said it is not fun for either side. If players start to quit because they can't get off the CP because they do not have gunners or as aggressive. Then the attacking team will just get bored. in other words a very boring and unfun game for everyone. Question 3 is a double edge sword if you have that the Generals can no longer make it into the triangle. Then when the CP is over ran the General just spawning would have to walk out of the triangle into enemy fire. Thus giving the opposing team more points. 4. Agreed, I being asking this one for a while. I would like to see a little more cover added to the top of the red triangle. something like knee high so you can at least fight out and some at the bottom of the hill because there is no cover down there.
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Post by rexican on Aug 25, 2010 11:10:47 GMT -5
For the prop stuff. Can we just have the usual 2-4 big props and say mabey 4 smaller not as important props.
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Post by spectre on Aug 25, 2010 11:41:28 GMT -5
Excessive CP kills ususally result from lack of adequate base security. Many recent generals are only keeping a couple of players around their base. Too much focus on field coverage but not location coverage. Should rules be altered for poor use of resources?
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Post by spectre on Aug 25, 2010 12:48:45 GMT -5
I like the idea of prop storage away from CP, but keep in mind that would also stretch a general's security, and that can be an issue when player turnout is low and there are fewer bodies on field.
I think generals should have protection on triangle, however i think it would be better if general could not relinquish his role. He stays general whether at CP or not. Same with XO. Generals should not be able to designate another player to wear the general armband and hide in the triangle till he comes back.
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Post by kouza on Aug 26, 2010 16:58:07 GMT -5
I just believe that the CP kill benefit has changed the game dramatically, used to be looked down apon to sit on the CP all day but, now who cares how its looked at because, sitting on the CP can win a game.
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Post by Donkey on Aug 26, 2010 17:30:18 GMT -5
I think that you should only have to spawn in the Triangle if the base is over-run. Otherwise, you should be able to simply spawn on the CP. And use over run generously, meaning a base is over run if More than five enemy players step onto the Towers/spools field. I also think that a LARGE Bunker should be put directly ten feet in front of the current blue CP. One that's in a Long U shape. it should be seven feet tall, and have big slits players can shoot out of.. This would be nice, so that when you spawn at blue base, you can sprint to a more valuable piece of cover than the dirt hill. It would Sal give a better place for a base security force to set up. This way a general can have a designated security bunker with people always in it to watch the CP.
I also had this wonderful idea that could be introduced at domination.
The Addition, of stationary turrets. My theory here is iffy, but if implemented, could be very effective and could solve the problem of base defense. So I've given this alto of thought, so bear with me.
The reason fully automatic fire is not allowed, is because if a person firing fully automatic dropped their weapon, they would clench the trigger as hey fell, causing the possibility of shooting up somebodies mask and hitting them in the eye or face. So my idea, is what if we had certain bunkers with
[glow=red,2,300][/glow]Stationary Turrets???[glow=red,2,300][/glow]
Think about it. What if Splat-brother got some pivot mounts from home depot, Attached them to some high end tippmann gun with fully automatic fire, and bolted on a hopper like they do for rental guns, and posted a few of them on certain bunkers? It would be perfect so long as they were all posted up higher than five feet. This way, if said person fell while using said turret it would only shoot upward as they fell and let go. If it was at said height, it would have no effect.
The way it could work which would make it very cool, would be this.
Both teams get ten Turret cards, and twenty ammo cards. In order to use the turrets, you would have to get tapped as a heavy gunner and show the location ref your gunner card, and your ammo card. The ammo card is good for one use, and when you leave the gun, all the ammo is depleted and the card is gone. Ounce the ref gave you the go, you would insert your own air tank and you would load the designated paint splat brothers gave the gunner. (Let's say half a case?). Ounce you run out of all the paint you can carry along with the designated paint, you have to remove your air tank and walk away from the gun. Ounce you are five feet away from the gun, you lose the ammo card, and the gun is disabled.
As an addition, people can deliver ammunition, however it costs an ammo card, and there is no limit to the amount of ammunition that can be delivered, and no minimum.
The turrets can be stationed in power positions in certain spots on he map. Like, for blue team we could have a few in the towers, and one or two in bar, and we could make some more bunkers on spools that meet the height requirements. Something like that.
I would be a cool idea, and this is just the basics of what I've thought out. The rules and concept could be changed to fit the needs of the park, or the resources, but I'd like to see something of this affect become possible.
Just a thought. -Donkey.
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Post by Oxyfyde on Aug 26, 2010 18:44:33 GMT -5
I don't know about anyone else, but, I can't see keeping players around the CP for defense. The way I see it, if you pay money to play paintball why would you want to guard the CP and watch other people play paintball? I personally try to give everyone something to do. Even if I call them back to me in 5mins, it's better that standing around the CP for 5mins killing trees. About the Triangles... although what I'm about to suggest will take a lot of time and $, I think the Triangles should emulate a "fort" of some kind. Something that could be easily manned and readily evacuated for taking ground quick. Similar to the Triangle walls, just more of them. That way even if you get trapped in the Triangle it's easy to get to the edge of the Triangle and then some. While as I read this back to myself, it has flaws and holes in the overall idea, but that's why this is an open discussion.
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Post by mntlhazrd on Aug 26, 2010 18:48:37 GMT -5
Kouza, you have brought up alot of good points and i agree that the CP should not be an objective but regardless of the situation or the worth of the CP it will always be an objective. A perfect example is Market Garden. At that time the CP missions were still broadcasted after a CP has been tagged and the missions were still worth more than CP kills but the Germans kept the Allies pinned at their CP all day. In addition there are other teams who would much rather make a run on the CP than to accept a mission.
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Post by Donkey on Aug 26, 2010 18:50:32 GMT -5
Nobody likes my Turret idea. I do like Oxy's though.
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Post by colbertkl2 on Aug 27, 2010 9:34:01 GMT -5
I like your turret idea except there should be no rules to it. You should just be able to use it as much as you like and splatbrothers can rake in the cash from the cases of paint that will be shot thru it. Watch this vid, if you had 1 of these dual A5's mounted (removable mount) on the towers or someplace prominant it'd pay for itself in 2 games www.youtube.com/watch?v=bGz3CciZK3o&feature=player_embeddedGives rental players a chance to shoot full auto and go through some pods! I've played 17 or 18 scenario games at splatbrothers and all we do is go after CP kills. We don't get to the park untill after the morning briefing (no matter how hard we try) so we don't know whats up with the props and what not. I'd like to see something very simple to gain points that both teams are going for at the same moment to create lots of fighting. Maybe 2-4 flagpoles located wherever you want to draw the fighting. If you raise your teams color for 15 min chunks or 20 min chunks whatever, you get a certain amount of points. That does not have to be the only way to score points, there can still be props and other missions but its a way to give a constant and easy OBJ anyone can go for at anytime. I like the CP killing b/c thats the deepest you can go in enemy territory, capturing their flag pole if its located in a fort would give the same feel since I know it would be heavily guarded. I've just been on missions where its like hold this fort for 15 min and no fighting is going on there b/c the other team doesn't have an OBJ for that fort at the same moment so I get bored on that mission and just head to the enemy CP. You could do away with the flags and just create a 2nd base for each team. The CP is where the general is and where you tag in(worth nothing) but then each team has a forward observation post/base where all the props are and if you kill that base you get points and props. Locate these 2 bases away from the CP's where you want the fighting to be ie Blue's at Hamburger and Red's at the barrel maze or something. Pretty much in effect the samething as what a few other ppl have mentioned we just call it different names. I'd also like to see a big map(talkin a few feet) of the field attached to the side of the CP's so the general can make up plans and show ppl where to go as they tag in.
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