Monday, June 16, 2008

Battle Field: 1942


The gameplay of Battlefield 1942 generally has a more cooperative focus than previous games of this nature, as it is not only important to kill the opposition but to also hold certain "control points" around the map. Capturing control points allow the team to reinforce themselves by enabling players and vehicles to spawn in the certain area. Consequently, capturing and controlling control points also would reduce enemy reinforcements. Unfortunately, the gameplay suffered from some serious issues such as lack of spawn protection, team killers/grievers, various map and engine exploits, as well as a lack of team-play mentality from players on public servers. Despite these setbacks, Battlefield 1942 was one of the first mainstream games to represent a dramatic shift in FPS gameplay mentality, decreasing individualism in favor of teamwork and coordination.
The default gameplay mode, Conquest, centers on the capture and control of control points; once a team captures a control point, its members can respawn from it. When a team loses control of all their control points, they cannot respawn. And if no one is alive, the team with no "spawn" points loses.

Games are composed of rounds. A team wins the round when the other team runs out of tickets. A team loses tickets when its members are killed, but also when the other team holds a majority of the capture points on a map. Therefore, sometimes the winning team must hunt down straggling or hiding enemy forces at the end of a round. On rare occasions, with one team holding all of the available spawn points on a map and with a few enemy forces left loose, the spawnless team can manage to re-capture a spawn point and give their team another slim chance for a round victory. However, this is unlikely because the newly recovered forces will probably have fewer tickets remaining and will definitely have fewer resources available than the 'winning' team; typically in this scenario the stronger team's victory is merely delayed as the sheer weight of their tickets, team and available equipment (air power, extra tanks from all the owned spawn points, etc) is no match for the 'losing' team which probably has little or no resources. On some maps, controlling all available spawn points is impossible because it is configured to be a defensive map. In such a map, one team tries to defend as many spawn points as possible, and the other tries to capture all of the defending team's spawn points. The attacking team can also try to slowly drain the defending team's tickets by holding certain spawn points and not attacking in full force. This however, is less likely to result in a victory. Another map configuration that prevents total ownership of all spawn points is where both teams possess a permanent, uncapturable base (Battleaxe, for example); unfortunately these maps easily lead to spawn camping (the map Kursk is especially prone to this), especially after one team captures all the points that are capturable and the other team is confined to their base.
Spawn tickets also play a vital role in the success of both teams. Every time a player on a team dies and respawns, his team loses one ticket. Every team starts each round with between 150 and 300 tickets, depending on the team's role (e.g., defense). Teams also gradually lose tickets depending on how many spawn points they control. As a general rule, the less spawn points controlled by a team, the more tickets they lose. For a team of 32 on a 64 player map, with 150 tickets, this means a little less than 5 respawns or deaths on average for every player if they hold their starting spawn points.

System requirements
PC Version:

500 MHz CPU, 128 MB RAM, 3D accelerated 32 MB video card or equivalent with HTL and a 24-bit z-buffer, 1.6 GB free hard disk space plus space for saved games, 8X Speed CD-ROM/DVD-ROM, DirectX 8 Compatible Sound Card
Mac OS Version:

Mac OS X 10.2.8 or later, PowerPC G3/G4/G5 700 MHz or faster, 256MB of RAM, 1.6 GB free disk space, 3D Graphics Acceleration (ATI Radeon 7500/nVidia GeForce 2 or better, 32MB of VRAM), CD drive required to install and play


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