Two ways in which PRMM could improve on standard BF2

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Smurf
Posts: 17
Joined: 2006-05-23 12:22

Two ways in which PRMM could improve (more) on standard BF2

Post by Smurf »

(1) A Team "Deathmatch" mode (of sorts); where 16-player maps are used with any number of players, and each team has a limited number of respawns. To prevent the last survivors from hiding just to draw the game out to its bitter end, you would also need a timer that counts down the respawn count of both teams. Eg. both teams get 100 respawns, and lose 1 respawn every 18 seconds meaning that if no one dies on either side the game will be a draw in 1800 seconds (30 minutes). It might need sometweaking, but I think it could be fun, especially if the timer was dynamic based on the number of players in the game (to avoid overly long games where there are only a few players).

(2) I hate respawing in front of an enemy who is in the process of capturing your team's last flag. You die before you even see them, then it takes longer to repawn again, so you can die again before you even see them... Instead, maybe if there are enemies in your team's flag capture radius it would be good if you could be respawned in a random location a bit further from the last flag - this would make flag capture a bit more perilous, and also deal with those smacktards who love to camp spawn points. In "reality" you don't have these issues because you never instantly materialise in the middle of a battle. Capturing the last flag of your enemy is a legitimate part of the game, but spawn camping really annoys me, and is very unrealistic.
Last edited by Smurf on 2006-06-12 10:59, edited 1 time in total.
six7
Posts: 1784
Joined: 2006-03-06 03:17

Post by six7 »

Smurf wrote:(1) A Team "Deathmatch" mode (of sorts); where 16-player maps are used with any number of players, and each team has a limited number of respawns. To prevent the last survivors from hiding just to draw the game out to its bitter end, you would also need a timer that counts down the respawn count of both teams. Eg. both teams get 100 respawns, and lose 1 respawn every 18 seconds meaning that if no one dies on either side the game will be a draw in 1800 seconds (30 minutes). It might need sometweaking, but I think it could be fun, especially if the timer was dynamic based on the number of players in the game (to avoid overly long games where there are only a few players).

(2) I hate respawing in front of an enemy who is in the process of capturing your team's last flag. You die before you even see them, then it takes longer to repawn again, so you can die again before you even see them... Instead, maybe if there are enemies in your team's flag capture radius it would be good if you could be respawned in a random location a bit further from the last flag - this would make flag capture a bit more perilous, and also deal with those smacktards who love to camp spawn points. In "reality" you don't have these issues because you never instantly materialise in the middle of a battle. Capturing the last flag of your enemy is a legitimate part of the game, but spawn camping really annoys me, and is very unrealistic.
I dont liek the idea of #1, and #2 has already been done on certain maps. Its up to the mapmaker whether they want to spawn directly on the flag, 50m away, or not be able to spawn at all. It would be really nice if the PR team could optimise the spawns for the stock vanilla maps as well as some community maps.
Of mankind we may say in general they are fickle, hypocritical, and greedy of gain. -Niccolò Machiavelli
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