[ New Rally System ]

Suggestions from our community members for PR:BF2. Read the stickies before posting.
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [ New Rally System ]

Post by IronTaxi »

Archerchef wrote:no ralley= less infantry on the battlefield.

i gotta agree big time wrong...

reduced spawn times = more players on the field
reduced spawn points = more focused player fronts (with the danger of FOB overrun which needs to be looked at)
Burton
Posts: 791
Joined: 2009-09-24 17:02

Re: [ New Rally System ]

Post by Burton »

My method would be to remove rally points, and remove all the deployable-insta spawn fob stuff and rethink FOBs.

Rename FOBs to Rally points.

The >new< rally points can be spawned on, have no unrealistic "dirt mound/radio point hut thing" spawn but instead, once two crates are within 5-10meters from each other, you are able to place what in my eyes is a real Rally point, something like the setup of the repair stations in main bases, an array of ammo scattered on the floor, you can request kits and infantry can rearm on them, as well as spawn.
Because troops will be rearming from the crates, which will eventually become empty, the Rally point will perish and infantry will need to liase with the commander to arrange a new Rally point either at a new location or at the same one.
To combat the current epidemic of 2-4man squads doing their own thing and placing what we currently fall FOBs where they want, we bring back the build order for the Commander.

Perhaps even combat people only going commander to accept build orders by scripting the new rally points to become unspawnable, but still rearm if there is no commander in position.

This will reinforce the team-work ethic that I think PR are trying to go for by testing the removal of rallys, the team will have to have a commander and rounds of PR may just become the slightest bit tactical and realistic again.
Last edited by Burton on 2009-11-06 16:30, edited 1 time in total.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [ New Rally System ]

Post by Redamare »

MonkeySoldier wrote:If the Dev's in the end to decide to keep rallies, perhaps it'd be possible to make the spawn times on rallies longer, compared to FB's.
I like this idea too...
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: [ New Rally System ]

Post by Elektro »

Why not code it so that more than 2 ppl plus the squad lead have to stay in the 40m radius for a minuet before they can place a rally?
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [ New Rally System ]

Post by BloodBane611 »

The original idea seems like a really good way to balance out the rally spawning system. I personally don't like rally points that much, and after playing some 0.874b I think not having rallys really promotes teamwork, but this definitely addresses the main problems of the current system.

I would definitely like to see how it tests ingame. I imagine that it will help squads that win firefights to consolidate and maintain momentum, while the losing squads won't be able to just keep piling on the bodies in order to win. I agree that 2 SMs should be required for respawn, just to keep people from abusing the system and leaving behind a member to allow the rest of the squad to respawn. If you have to leave 1/3 of your squad at the rally you're going to lose every firefight. A longer time to respawn on the rally as compared to an FOB or main base spawn is a good idea too.
Punkbuster
Posts: 879
Joined: 2008-10-24 23:12

Re: [ New Rally System ]

Post by Punkbuster »

Good idea but resuggestion...
In-game name: =[BF]= Rudy_PR
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: [ New Rally System ]

Post by gazzthompson »

rudy_eila wrote:Good idea but resuggestion...
orly ? link?
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [ New Rally System ]

Post by Redamare »

yeaa i dont belive this is a resuggestion either ... it may hav been thaught of before but this is a whole new topic.......
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: [ New Rally System ]

Post by Jedimushroom »

This idea is brilliant, not only does it solve the rally point problem expertly, it also encourages a retreat mechanic. Utterly perfect, +1.
Image

"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: [ New Rally System ]

Post by HAAN4 »

Another, Make again squad need 3 guys to build up the rally point, when PR has only 2 guys needing to make up a rally point, squad has often not banded then selfs.
major sharpe
Posts: 45
Joined: 2007-08-07 17:04

Re: [ New Rally System ]

Post by major sharpe »

I think if they decide to not go with the beta version, they sould give this a go at least test, but i do like this no RP version.
One shot, One kill, SH*t !! Tank
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: [ New Rally System ]

Post by Bringerof_D »

HEY! i posted an idea just like this a while back too! good to ya for including simple images to explain, i didnt have the time for it.

my post was to be for the requirements to be: No enemies in vacinity, 2 squad members alive near the rally in order for people to spawn.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [ New Rally System ]

Post by Redamare »

Bringerof_D wrote:HEY! i posted an idea just like this a while back too! good to ya for including simple images to explain, i didnt have the time for it.

my post was to be for the requirements to be: No enemies in vacinity, 2 squad members alive near the rally in order for people to spawn.
Its probly more popular now cuz its a little more relevant since the Beta testing. and alot of discussion about rallys now than ever before
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: [ New Rally System ]

Post by RHYS4190 »

[R-DEV]IronTaxi wrote:we definitely considered just such a system...but ultimately rejexted it for the reasons stated below...that it easily exploitable and doesnt really fix anything..

honestly the RP issue has been a huge one in the DEV forums...there are some who believe RPs to be just fine.. and those who think they are killing the game and those who think modified RPs might be the answer.

thanks for the ideas...keep them coming..
I don't think it should be upto just the dev's to decide what going to work in fixing the issue you described it really should be up to the play base also.

What your proposing taking out the rally's is the most ambitious and risky thing you guy's ever done, It simply too big a decision for you guy's to make with out consulting the majority of the public and what and think of removing the rally’s. we really should have a vote. And you should also be prepared for the fact once every one played the bata for a bit that they might say this is a really bad idea.

And yeah Test every thing, and keep a ear to what ever other helpful suggestion’s come along.

because i can tell you now this bata need's a lot more work and re thinking to make it practical and workable, just because it work's on a aussie server i would try it in other country's and see what happens.

the Aussie player base has had a really large retention of the really old hardcore players, and that could influence the testing.
Burton
Posts: 791
Joined: 2009-09-24 17:02

Re: [ New Rally System ]

Post by Burton »

RHYS4190 wrote:I don't think it should be upto just the dev's to decide what going to work in fixing the issue you described it really should be up to the play base also.
It's not our mod. We can offer feedback as we probably play it a lot more than most DEV's but ultimately - it's their mod, they do all the hard-work - they can axe or add what they want without consulting the community.
artwie
Posts: 88
Joined: 2009-01-12 19:08

Re: [ New Rally System ]

Post by artwie »

/signed

I love this idea. <3
Post Reply

Return to “PR:BF2 Suggestions”