ForumsGeneral › Adding Flag(s) or other Objective(s) to USL
Adding Flag(s) or other Objective(s) to USL
Emperor Jan 8, 2019 63 replies 912 views
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OP
Not my idea, so I am not 100% sure of the motivation for this kind of suggestion.

It changes the dynamics of USL, that's for sure. It would add a different element besides killing and not dying. Depending how it is incorporated it could lead to more fighting, less camping/running around.

Questions though:

How many flags?
Are the flags static or mobile?
What do the flags give as a reward?

Or instead of flags do we want ammo/weapon caches like in Cazzo Forge? I'm assuming this suggestion goes hand in hand with reducing starting ammo? Meaning squads would need to move to these ammo supply drops first. This would also ideally lead to more fighting and less camping?
E
OP
I'm not in favor of ammo supply type drops.

I'm curious about adding a flag at some kind of centralized location to incentivize fighting.
T
Advisor 💎 x4 🤝 good guys
What about a flag that spawns equal distance from both dropships at the start of the game, if capped it rewards periodic kills to the team holding it. Once it rewards x amount of kills the flag could change locations, not sure whats possible though. I think a single flag would be best for USL.
A
⭐ x2 Kays Krew 3
The biggest issue I had when promoting this idea (it wasn't even my idea to begin with) was that currently when two playoff tiered squads are playing it turns into a stalemate a lot of the time. When a team has a lead, there is no motivation to push, especially if it isn't in their favor. Hypothetically, the reason this game could never be played at a professional level with high stakes is that there is no motivation to fight if it isn't in your favor which leads to camping and more stalemates.

If there was $1,000,000 on the line for a championship, I'm willing to guess squads would be playing extremely fucking passive and lame. Adding some sort of objective whether it be a flag(s) or a single ammo dump would give players motivation to move.

These spots would have to be strategically thought out and put in an area which make you at a disadvantage to camp.
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🔱 Clique CO
Tactical brings up having one flag equidistant from both bases. Once captured it awards a kill every few minutes or so.

This idea sounds better to me than having multiple flags. It would be a way for squads to draw out campers who are ahead in the game.

Idk maybe the deeper into the match, the more kills the flag awards?

--------------------

Apollo bringing up the ammo dumps once again

- strategically placed, so when camped it can leave said campers at a disadvantage

My first thought would be to have two ammo bunkers, one for each team, close to the opposing team's base.
A small room with one narrow choke and no windows.
Small enough to fit in and if nme LAWs the outside the person inside can die.

Teams can not enter each others bunker.
Edited Jan 8, 2019
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🛡️ x1 Phenylephrine HCI
Objectives can provide equal playing ground. The majority of games in the current USL are more or less running around the map till some idiot makes a mistake, once this happens the team that has the lead generally retreats back to their side of the map, stays in favorable positions and waits for a team to over extend, collapse on them, and rinse and repeat. Its fucking so boring to watch, let alone play. And the majority of games snowball into stat pads causing people to just stop caring.

A point system, based on flag captures could open up more fighting. 3-5 flags, with flags carrying higher point accumulations depending on their placement. It encourages engagements and strategy.

You could still have a K/D ratio along side this, not sure how that could be worked out, but I would definitely never expect this to be taken out whatsoever.

This could work on current or smaller maps. We could see more smaller fights spread across the maps, it would be more exciting to watch imo.

How you determine a victory, would again have to be discussed, some sort of point system that includes kills and flag captures/holds.
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🛡️ x1 Phenylephrine HCI
Tactical wrote:
What about a flag that spawns equal distance from both dropships at the start of the game, if capped it rewards periodic kills to the team holding it. Once it rewards x amount of kills the flag could change locations, not sure whats possible though. I think a single flag would be best for USL.
what Ernie said
S
💎 x24 Gentlemen CO
No to ammo drops. Can increase starting ammo but it doesn't resolve camping issues whatsoever. Camping has to do with lack of openings in the map and classes that can counter camps. If we had the esports dream, we would probably have new/buffed classes to counter camps, as well as changes to current maps and new maps added. New maps were shut down for some reason. Current class changes were slightly adjusted due to community "lack of understanding". New class was consider "too different from USL", so that leaves editing the current maps, which is up to few individuals who can make those adjustments.

A flag to help force people to fight for objectives is fine. The problem is finding an area to contest where each squad can find neutral ground. With how the current maps are and the lack of interest in new maps/classes, don't think there are many areas where most squads would think there is a neutral area to contest. As well, the small logistics on when do the flags spawn, how many kills can it offer, can the flags move, etc.
Edited Jan 8, 2019
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⭐ x2 Kays Krew 3
Adding a stationary ammo dump, like in NML originally in the same place you add a flag, and lowering the amount of ammunition one can carry basically forces you to go to said ammo drop. Is it as effective as a flag? No idea, but at the end of the day.. having low ammo forces you to move, movement forces fighting.

A flag, would have to be in an area where it would be extremely difficult to camp. Or in a spot with multiple angles to fire upon. On my map I would probably place it on the bridge, on EC probably in the center of mid. But maps can be altered and locations can be discussed further.
Webmaster 👑 x24 👑 Gentlemen CO
I'm still not sold on flags. It would just create even larger kill gaps between higher and lower tier squads.

There has always been camping in USL and USL has always thrived. It just seems that it's being forced more these days than before just for the sake of inconveniencing people.

Things I would look at before adding flags: Rule revisions, editing current maps, creating new maps. These things would solve camping well before flags would.
Advisor 💎 x13 🔱 Monkey Business CO
Honestly the map hellspawn had up in his test zone was pretty fun, very open and was about rotating. (not Kaisers pass) the one that had both SL's and USL's mid in it.
J
If anyone here is in good contact with Chronologix, it would be beneficial to get him back into the fold. A zone like Frontlines with some additions from Cazzo would be absolutely nucking futs.
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⭐ x2 Kays Krew 3
Champion wrote:
I'm still not sold on flags. It would just create even larger kill gaps between higher and lower tier squads. There has always been camping in USL and USL has always thrived. It just seems that it's being forced more these days than before just for the sake of inconveniencing people. Things I ...
I disagree, I've been playing since MSL 2 and I can safely say that camping and stalemates are at an all time high in this current version of infantry. People just play differently. Adding/Editing more rules I don't think is a good idea, that page has been played with so much and it's kind of tiring imo.

I personally don't like the idea that flag = kills, I would rather flag = victory. One stationary, hard to camp flag with a 5 minute victory window once capped. Could actually make games a lot quicker instead of a 30 minute rape fest against weaker squads. And squads still have the option to camp in the last 5 minutes of play or something.
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🛡️ x1 Phenylephrine HCI
I doubt this would ever be considered but shorter games, best of 3 would be nice. I know its starting to sound like SL, but USL is so stale right now.
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🔱 Clique CO
e wrote:
Honestly the map hellspawn had up in his test zone was pretty fun, very open and was about rotating. (not Kaisers pass) the one that had both SL's and USL's mid in it.
I like that map as well, but I never got to fully test it out. I watched some SBs there and it looks fun.

https://imgur.com/a/OQQLKI4

I think this is the final version
S
Apollo wrote:
I disagree, I've been playing since MSL 2 and I can safely say that camping and stalemates are at an all time high in this current version of infantry. People just play differently. Adding/Editing more rules I don't think is a good idea, that page has been played with so much and it's kind of tiring ...
The biggest camper in the game doesn't like that there's a lot of camping now

lololol

The league is gonna be the same result without salary cap, which will never happen because the admins are on the only team that benefits from NOT having a salary cap season.

In other words take yer beatin
S
Should have an advisor from a faction other than sov's step up and become co-admin and start providing some checks and balances because the season results have been exactly the same since I started playing this interesting league
M
League Analyst 💎 x10 🥇 Gentlemen
Sin wrote:
Should have an advisor from a faction other than sov's step up and become co-admin and start providing some checks and balances because the season results have been exactly the same since I started playing this interesting league
almost like we should vote for admin/advisors, someone smart has said that recently
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⭐ x2 Kays Krew 3
I'm not the biggest camper in the game (anymore) I don't even think you played USL when I was :)
Webmaster 👑 x24 👑 Gentlemen CO
dp is on snakes and I only filled in when there was a vacancy. I also did a whole season as admin without a squad so I'm not sure your argument holds much weight.

we tried 2 salary cap seasons and both failed. population was at its lowest during those seasons.

more importantly, we should try to keep this on topic. this is why a lot of these discussions don't get noticed because they go wildly off topic with unnecessary bickering.
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