I know it's something that has popped up in the past (did a search on several keywords, but couldn't find any hits, though?) so I'm just revisiting the topic of making I&A set up to have players fight against players. Could be a future update of current I&A3 on EU #1 or #2, a new development on a separate server alongside the regular I&A, something for AWE or entirely dismissed. The powers that be have final say.
So, first things first, why?
1) Main reason (every time probably) is very simply because AI can be really dumb sometimes, and you need a human brain to close that gap. E.g. if you're far enough or when AI are garrisoned in a building, AI will never react, despite being massacred. Also in CQB, AI have some serious shortcomings...
2) The entire idea behind I&A is that the island is controlled by an enemy force, but those forces are always restricted to just the AO circle, give or take a few 100m. With human players, they could be coming from and/or set up anywhere, including somewhere outside that circle. Keeps everyone on their toes.
The way I figure it could work (open for debate):
- It's not meant to become a pure PvP. The main focus remains on the BLUE side, but a limited amount of players will be able to join the RED side. E.g. with the current 60-player limit, we could have 45 - 50 BLUE players VS normal AI and 10 -15 RED players. RED's purpose would be to hold off the BLUE attack as long as possible, not to reconquer the island.
- The AO's can continue as they are now, basically, without any big changes.
- RED would get their own main operating base, obviously far away from the BLUE MOB and with equal base protection.
- As RED is meant to control the island, they should have a few locations to spawn across the map. These locations could be fixed (i.e. FOBs are always active, but initially used by RED, later taken over by BLUE), built into the AO or set up manually by RED players.
- Random (civilian) vehicles are spawned inside towns and cities, to provide alternative ways of transport. Regular civilians could be spawned as well, if server can manage, for IFF purposes.
- With a total of 10 - 15 human players, RED would consist of 2 pilots and regular infantry units. The rest of the AO is filled with AI.
- Because of limited amount of players on RED side, there would be no distinctive separation between roles and their associated gear/capabilities, except for pilots. Everyone else would theoretically be able to revive players / repair vehicles (if they brought the appropriate backpacks) while carrying any other kind of CSAT equipment. Weight limits would obviously still apply, and for reasons of fair play, viper outfits and thermal scopes remain prohibited.
- RED would have no access to mortars, because there already is the artillery that spawns every so often, but they would be able to deploy unarmed UAVs and MANPADs. At this point in time, I'm still thinking about whether all RED players should be allowed to function as UAV operator, or if that's something that should also be restricted to the pilot slots...
- RED receives rewards when BLUE fails a side mission.
Positives:
- Above all, the human brain that is capable of things the AI just can't begin to imagine.
- A bigger challenge, more thrill and a larger sense of achievement when going up against human players.
- Variety. With a single starting point, humans can create vastly more different outcomes than AI ever could. This also holds true for equipment. One time, humans could be commandeering a civilian vehicle to get to the AO, next time they could be bringing an armed Orca, another day they could lay down IEDs on suspected ingress routes, ...
- Constant reinforcements, adding the illusion that the enemy is really trying to maintain / take control over that AO.
Positive or negative, depending on point of view:
- IFF, especially with CSAT equipment rewards. At present, there's a chance that a side mission gives BLUE side a Gorgon, Kajman, ... Similarly, if not overhauled, RED side could receive a Marshall, Blackfoot, .... That makes friendly fire and destruction of a reward that has just been received a real risk, especially on public servers with no / little communication.
Negatives:
- Theoretically, both sides could attack the enemy's MOB, or position himself in such a way that they can shoot anyone the moment they leave the base protection zone. We can only hope that is not abused. When noticed it is, Admins and Spartans can take appropriate actions, though. (rule suggestion: do not come within 1 km from enemy MOB)
- If no / few BLUE players are online, RED players may have a boring time. They could just reconnect to BLUE, though.
- RED is basically meant to be a losing force. Though I'm fairly certain most will not mind at all, I'm sure some would rather not connect at all, than to connect as RED because all BLUE slots are taken.
Question
Eagle-Eye
Hey guys,
I know it's something that has popped up in the past (did a search on several keywords, but couldn't find any hits, though?) so I'm just revisiting the topic of making I&A set up to have players fight against players. Could be a future update of current I&A3 on EU #1 or #2, a new development on a separate server alongside the regular I&A, something for AWE or entirely dismissed. The powers that be have final say.
So, first things first, why?
1) Main reason (every time probably) is very simply because AI can be really dumb sometimes, and you need a human brain to close that gap. E.g. if you're far enough or when AI are garrisoned in a building, AI will never react, despite being massacred. Also in CQB, AI have some serious shortcomings...
2) The entire idea behind I&A is that the island is controlled by an enemy force, but those forces are always restricted to just the AO circle, give or take a few 100m. With human players, they could be coming from and/or set up anywhere, including somewhere outside that circle. Keeps everyone on their toes.
The way I figure it could work (open for debate):
- It's not meant to become a pure PvP. The main focus remains on the BLUE side, but a limited amount of players will be able to join the RED side. E.g. with the current 60-player limit, we could have 45 - 50 BLUE players VS normal AI and 10 -15 RED players. RED's purpose would be to hold off the BLUE attack as long as possible, not to reconquer the island.
- The AO's can continue as they are now, basically, without any big changes.
- RED would get their own main operating base, obviously far away from the BLUE MOB and with equal base protection.
- As RED is meant to control the island, they should have a few locations to spawn across the map. These locations could be fixed (i.e. FOBs are always active, but initially used by RED, later taken over by BLUE), built into the AO or set up manually by RED players.
- Random (civilian) vehicles are spawned inside towns and cities, to provide alternative ways of transport. Regular civilians could be spawned as well, if server can manage, for IFF purposes.
- With a total of 10 - 15 human players, RED would consist of 2 pilots and regular infantry units. The rest of the AO is filled with AI.
- Because of limited amount of players on RED side, there would be no distinctive separation between roles and their associated gear/capabilities, except for pilots. Everyone else would theoretically be able to revive players / repair vehicles (if they brought the appropriate backpacks) while carrying any other kind of CSAT equipment. Weight limits would obviously still apply, and for reasons of fair play, viper outfits and thermal scopes remain prohibited.
- RED would have no access to mortars, because there already is the artillery that spawns every so often, but they would be able to deploy unarmed UAVs and MANPADs. At this point in time, I'm still thinking about whether all RED players should be allowed to function as UAV operator, or if that's something that should also be restricted to the pilot slots...
- RED receives rewards when BLUE fails a side mission.
Positives:
- Above all, the human brain that is capable of things the AI just can't begin to imagine.
- A bigger challenge, more thrill and a larger sense of achievement when going up against human players.
- Variety. With a single starting point, humans can create vastly more different outcomes than AI ever could. This also holds true for equipment. One time, humans could be commandeering a civilian vehicle to get to the AO, next time they could be bringing an armed Orca, another day they could lay down IEDs on suspected ingress routes, ...
- Constant reinforcements, adding the illusion that the enemy is really trying to maintain / take control over that AO.
Positive or negative, depending on point of view:
- IFF, especially with CSAT equipment rewards. At present, there's a chance that a side mission gives BLUE side a Gorgon, Kajman, ... Similarly, if not overhauled, RED side could receive a Marshall, Blackfoot, .... That makes friendly fire and destruction of a reward that has just been received a real risk, especially on public servers with no / little communication.
Negatives:
- Theoretically, both sides could attack the enemy's MOB, or position himself in such a way that they can shoot anyone the moment they leave the base protection zone. We can only hope that is not abused. When noticed it is, Admins and Spartans can take appropriate actions, though. (rule suggestion: do not come within 1 km from enemy MOB)
- If no / few BLUE players are online, RED players may have a boring time. They could just reconnect to BLUE, though.
- RED is basically meant to be a losing force. Though I'm fairly certain most will not mind at all, I'm sure some would rather not connect at all, than to connect as RED because all BLUE slots are taken.
Your turn now.
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