Rally points 2.0

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
TheLean
Posts: 483
Joined: 2009-03-15 20:26

Rally points 2.0

Post by TheLean »

Rally points v2.0
Disclaimer: If this idea has been previously suggested and debated in a dedicated thread please ignore and lock, thank you, though I could not find any such thread.

The current situation: Two squad members close together are necessary to create a rally point and two enemy soldiers walking by a rally point disables it. Two squadmembers are necessary to request kits.

The problem: PR is about teamwork and the new rules rewards smaller squads. Four small squads with officer, medic, LMG means more lead in the air compared to two squads with extra riflemen. This can lower the teamwork necessary and the appeal of the game for many gamers.

The solution: Reward larger squads and squads that stick togheter.

The core idea: Make the number of enemy soldiers in the radius of the rally point to disable it SIMILAR to the number of squad members involved in the creation of the rally point. E.g. A squad of five joins up and sets a rally point. Four enemy soldiers walks by and the rally point stays. A squad of three sets a rally point. Three enemy soldiers walks by and the rally point disappears. To visualize the new changes the number of backpacks in the rally point can be similar to the number of squad members involved in the creation. This will rewards smaller recon squads with a stealthier and harder to spot rally point.

Optional knifing idea: The old way of knifing a rally point is still a valid way of disabling it. However, the number of stabs necessary to disable a rally point is similar to the number of squad members creating the rally point. E.g. five quick stabs to disable a rally point created by a five man squad. A visual aid can be implemented by removing a backpack for every stab by changing the rally point model to the previous smaller stage. This extra time will make it a little bit harder for loners to disable rally points. However, a two man squad should not have any problem if they know how to provide cover.

Example:
Image
Image
Image
Thoughts, opinions, agree or disagree, what do you think?
Feel free to discuss or come with constructive criticism.
Last edited by TheLean on 2009-09-04 11:51, edited 1 time in total.
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: Rally points 2.0

Post by @bsurd »

Jonny wrote:It seems a bit pointless to me, especially the number of knife-hits required. The knifing is to show the area is not a safe place to regroup, not to destroy supplies.

The rally being over run is for the same thing. It stops people camping it. Although I agree that it could be improved, by temporarily removing the spawn point at the rally when it is over run.

I think a better solution would be to allow larger squads to have a secondary rally point, only available to use when the primary one is destroyed. It would work by a similar system to the current one, with the officer simply placing a rally point to begin with. If they have enough people, and if no rally has been over run recently, placing another rally will not remove the old one, but just remove the spawn point there so the squad is forced to use the primary rally. Placing another rally will totally remove the previous 'secondary' rally, and make the previous primary rally the current secondary rally. If a large squad has only one rally and it gets over run, they cannot place another for the same length of time as a small squad who lost their rally, regardless of whether they had a secondary rally or not. The moment the primary rally is over run, either temporarily by a patrol or permanently by a knife, the secondary rally can be spawned on unless it too is over run. Any attempt to spawn at an invalid point will result in you spawning at the current primary rally if it is spawnable, else the secondary if it is spawnable, else the nearest valid team spawn point to the primary rally.
great idea if it is possible to bring it in the game.

Would be cool to set a forward rally, and if it gets overrun, you have a backup rally.
Image
Image
Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: Rally points 2.0

Post by Herbiie »

I love the OPs Idea, I think it should be implemented into v0.9 :)
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: Rally points 2.0

Post by rampo »

That thing about being able to request kits from the rally whit a second player close might be hard to code but definetly something that should be added
Image
Valtasar
Posts: 656
Joined: 2006-06-18 09:50

Re: Rally points 2.0

Post by Valtasar »

I like the idea but with 2 additions.

1) To disable RP number of enemy soldiers in the X radius of the RP should compair with number of friendly soldiers, in the same X radius of RP.

2) Add ame thing add to the Fire Base.


For expampe: Squad 1 is a 6 man squad defending there RP. They should not be afraid of some 2 random guys, behind some wall will overrun they RP.
But if that 2 are L337 and manage to kill 4 or 5 guys from SQ1 they will overun SQ1 RP.

Same thing will work and for fire base.


But I don't know if this is possible to do.
Sorry for my English :roll:
Image
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Rally points 2.0

Post by Rudd »

I like the idea of more SMs building a rally

but thats it tbh. I actually like the fragility of Rally points.

The current situation means that when you defeat the enemy squad, then advance around 200m, there's a good chance you've overrun the rally. this feels more realistic than the tardis that is the rally point during combat. This also ensures very little spawn rape.

The squad that was defeated will then spawn on teh FB, having lost significant ground. If they have no FB, their team tactics are either bad, or an enterprizing l33t person has destroyed the FB. This rewards teh tactics of the team that destroyed the FB.
Image
Himalde
Posts: 236
Joined: 2007-10-02 06:37

Re: Rally points 2.0

Post by Himalde »

I like the idea with two rally pionts. Right click for secondary or left click for primary rally. Just remove the current right click sound.

I think the the current system for how to overrun an PR is good enough. But if the two rally system is implemented, you need to loose both rallies if the secondary is lost. So you will have to place that one somewhere safe.
rampo93(FIN) wrote:That thing about being able to request kits from the rally whit a second player close might be hard to code but definetly something that should be added
They have had it, and removed it in like 0.8 or 0.75 or something. And I don't want it back.
Image
Get PR-Mumble 1.0

RealityTeamwork
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: Rally points 2.0

Post by Redamare »

I like the idea but there are some problems.... it might get a bit buggy since.. lets say .... a group of 5 solders create a rally aka ( 5 bag rally ) 3 members leave the squad... the same squad has 5 rally point bags for 2 people Hense....... the small squad will have an advantage against other small squads.. if their rally is hidden behind a wall that cant be acessed easily from the out side... i also dont know if the rally system is that complex :D its worth a trail run though
Maxfragg
Posts: 2122
Joined: 2007-01-02 22:10

Re: Rally points 2.0

Post by Maxfragg »

the idea is not bad, but i guess it would make things too complicate, even though i agree that we need something to encourage big squads, so maybe restrict the squadleader scoped kit to 5 and 6 man squads?
Post Reply

Return to “PR:BF2 Suggestions”