#Actual Random RAAS

1 messages · Page 1 of 1 (latest)

thorny juniper
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It's really bad when you DONT EVEN NEED SQUAD LANES to go fuck up the enemy's backcap. I was on Fallujah backcapping train depot, and two lavs and a humvee completely stopped our transition 200m south over the road to the second point which was the warehouse. Completely cooked.

Part of that was the brain dead armourless ins pick of our team, but the whole concept of the backcap and the value of that work is useless when the enemy team throws 2/3 of their team at the enemy backcap specifically to stop it and there's nothing much to be said about being able to win those games.

In the alternate, I was on the PMC side of goro top spawn, point already known to go far west. What'd we do. Sent 2/3 of the team to boar hunters and completely stalled their side to the point that boar hunters became their defense point.

This isn't fun. "Random" needs to be random. If the points zig zag nonsensically, so be it. I'd prefer the unpredictability

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I also blame the fault of most factions only having two loggies. Many times, both loggies go down (and/or the helo) and the team is categorically cooked. Bring back the third loggie for all factions AND give log factions a fourth AND fifth loggie

fresh sail
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Yeah I definitely can see why people wouldn’t want this because of the zig zagging of the layer that could happen; however, just like you, I’m okay with this.

I think it would cause more large scale fire fights, and not as much as a walking simulator.

fresh sail
cunning barn
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The conversation is covered

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But I want you to answer a few questions to help understand:

  1. What problem are you trying to solve with pure random or variations of it?

  2. The problem identified in #1, why is that a problem?

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Pure random is a solution to something. What?

fresh sail
# cunning barn But I want you to answer a few questions to help understand: 1. What problem ar...

Well the maps, you don’t see the full map, like the full west side of Black Coast you don’t see, more west of Kalinvoka, and adding points over there and having is random gives the chance for different situations to cause less burnout for Squad Players seeing same thing. But also helps with better front engagements instead of using SquadMaps to rush their 3rd point and win the game from there because you get an advantage of knowing the lane layout due to your first point and spawn showing immediately on SquadMaps.

The problem is because RAAS is not really random, the Lane is random and you have usually a 33% chance of that point. And see the same points multiple times a night because statistically you will see some lanes every 1/5 times playing.

cunning barn
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Go into paint and draw a flag layout that you think would be appropriate and satisfied what you're trying to tell me

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Because that is an extremely roundabout way of accomplishing that goal and introduces so many poor gameplay consequences

fresh sail
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Well I’m just going based on suggestions I have heard from a couple of players about the RAAS and was like why not post it.

cunning barn
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Many players who ask for more randomness don't even understand what they are complaining about.

They think, incorrectly, that increasing randomness will somehow magically put a bubble around their backcap and the rest of the game will stay the same

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If you, as a Squad Leader, were presented with a game of RAAS, and you had no idea not only how many points were on the map, but also where the next one is, what would you do on rollout?

fresh sail
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Still operate the exact same, like I always do. I assume Armor could too, really the only thing that changes is the guys that wish to push to their third point.

cunning barn
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And how is that? Because I think you're being intellectually dishonest in that response

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If presented with an entirely different circumstance, you'd make the exact same decisions, that's a bigger self report than I could have even imagined

cunning barn
thorny juniper
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Because you are clearly fighting random in RAAS, here's a completely arbitary pointlayout for yeho

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Point is, from the START - you have no confidence in guessing the points

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So you play to the lane as it develops, AND you move the team to instead of backcap rushing - you control critical areas. So the N/S MSR

cunning barn
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Incorrect

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That is not what players do

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They do control critical areas, that part is correct. Then they wait. Wait a very long time

In addition to that, Squads roam the back lines looking to hit contact to disrupt the enemy's back cap, just as now, but the enemy is caught even more flatfooted because they assume they're safe even more than they do now

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Also, what you have indicated is not actually random. It's just not laned, so there are still defined midpoints, in which case players will go to the most effective midpoint and wait, hoping they are correct

thorny juniper
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Or another.

fresh sail
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Well yes not completely Random to a random location but random to pick a point, not being laned is what some people want and would find fun and interesting

cunning barn
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I can with 100% certainty guarantee you are wrong

thorny juniper
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You just hate the idea

cunning barn
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No. I have tried the idea for multiple months.

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What I am stating here are not just an opinion, it's observed behavior in the exact situations you are describing

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It has been done and it does not work

fresh sail
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I’ve been playing since 2019 and I tell you, it’s the same scenery and would be nice to at least test something like this. Create another game mode and name it differently, just like TC and see if people vote for it

cunning barn
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It exists and I have done it.

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Full random RAAS does not work

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If you enjoy capturing flags uncontested, load into local server and drive around capturing points

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Anyone with any semblance of game understanding knows playing for map control is how you play Squad. You will never have a situation where you have 50 man back caps snaking around the map in a blob. It just won't happen.

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And even if it did, I want you to think, really think, what that does to the game flow and what you're trying to optimize for