Social Experiment

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Social Experiment

Post by Wicca »

Ok, so i was sitting on the bus the other day, and an idea struck me.

What if there was a server, locked obviously, that had a map that could run for 24 hours with like 9999 Tickets.

What would happend, if 64 players got on that server and played eachother?

Would they need replacments? Ingame sleep? Tell me what you guys think.
Xact Wicca is The Joker. That is all.
503
Posts: 679
Joined: 2008-08-30 02:53

Re: Social Experiment

Post by 503 »

I would say keep it unlocked if you want replacements.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Social Experiment

Post by Rudd »

having played joint operations which is precisely what you propose, players tended to play for long periods then return the next day, the annoying thing was that my favourite server was synchronised with GMT, so I never got any night fighting since I'd only play during the daytime (it was set to become nighttime at around 9pm)

though after a few days the 150 player servers tended to get bugs, desyncs, mysterious death zones, none-respawning vehicles, hyper spawning vehicles etc

was kinda annoying to see that the frontline hadn't moved an inch on bimbu channel after 12hrs.
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Excavus
Posts: 539
Joined: 2009-04-10 19:21

Re: Social Experiment

Post by Excavus »

If the map was Qinling or Kashan, I would leave after 2 hours, because they just draggg on. Especially a map like Qinling, sitting and defending a hill with no activity for 5 hours just to be killed by a helicopter hovering 1 kilometer away out of sight.
motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: Social Experiment

Post by motherdear »

well it could be an interesting PR event for sure. 12 hour battle with a dedicated team on it. like squadleaders and commanders, but with set replacements.
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Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Social Experiment

Post by Wicca »

What is Joint Operation?

And did someone actually try this on PR?

I can imagine the Big brother feeling of being stuck with people for that long, but not quite.
Xact Wicca is The Joker. That is all.
space
Posts: 2337
Joined: 2008-03-02 06:42

Re: Social Experiment

Post by space »

Theres already locked servers up with 9999 tickets per team - I mght change the timer on it and see what happens :D
I cant see any problem with what you say, except that one team would probably be always quite far ahead in tickets.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Social Experiment

Post by AfterDune »

Much like a persistent world, yeah? (not too persistent, hehe) I've always liked the idea, but can't really come up with something without it getting boring. Like, you can have a large map as your "world", but if you just let it run for 24 hours, it'll be very boring in many occasions I think.

With or without the current possibilities in PR: What could you do to have a map run "persistent" and still get varying types of games in that same map?

Vehicle spawns? Missions? Some sort of frontlines? ...?


What I would like is a "WWII Online" type of thing, but on a smaller scale obviously. With HQ, missions, etc. And of course a nice map that gets updated like this (on a website, not in-game):

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And "news messages", coming from the battle server, generated from in-game actions! :D
Last edited by AfterDune on 2010-02-26 07:58, edited 1 time in total.
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STORM-Mama
Posts: 735
Joined: 2008-02-19 08:10

Re: Social Experiment

Post by STORM-Mama »

Would indeed be very interesting! But to make it really interesting, the engine would have to support more players per server and possible changing weather (shifting between day and night). This Joint Operation that was mentioned sounds interesting. Have never heard about it.
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Social Experiment

Post by alberto_di_gio »

so only aim will be "playing as much as you can"? obviously there won't be any winner at the end.

plus the map should be choosen wisely. if that think would turn into a 7 hour basereaping it will be an epic fail :)
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Saobh
Retired PR Developer
Posts: 8124
Joined: 2006-01-21 11:55

Re: Social Experiment

Post by Saobh »

Moved to "PR Suggestions"
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Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Social Experiment

Post by Qaiex »

Joint Operations: Typhoon Rising, was a game that came out many years ago, in 04 I think.. It didn't get a lot of attention but it was up there.
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: Social Experiment

Post by Zimmer »

IT would need to have some sort of randomness to it through the map, for example every hour the teams get a random objective for example a MEC AA in kashan spawns like insurgent caches then the MEC can choose to dispatch a team to secure it if its not been killed by US with a incendiary(C4 or something that is not range based) or a airplane bomb the MEC team gets an AA that they can use. Same with tanks or that you get a message that a Infantery team got wasted by an airplane a place on the map and it your responsibility to get the weapons, lets say you get a extra HAT kit if you get there first and pick the kits up who have spawned a the location.
People don't realize that autism doesn't mean they're "stupid". Just socially inept. Like rhino... > > or in a worst case scenario... Wicca. =)- Lithium fox
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dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Social Experiment

Post by dtacs »

I think of this and see the above picture that AfterDune posted and can only think of the Somme and Paschendale lol.

Would be a good idea if there were people willing to try it out. I would be. Perhaps you should take this to the next level?
H.sta
Posts: 1355
Joined: 2006-12-07 12:40

Re: Social Experiment

Post by H.sta »

i was really scared when I saw Wicca starting a social experiment (was thinking along the lines of Dr.Mengele)

but i agree it would be really cool to have a 24 hour match, I know i would join
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Social Experiment

Post by rushn »

qaiex wrote:Joint Operations: Typhoon Rising, was a game that came out many years ago, in 04 I think.. It didn't get a lot of attention but it was up there.
too bad the developers stopped making good games and started making weird stuff like Delta Force Xtreme? :confused:
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Social Experiment

Post by Wicca »

THIS ISNT A FRIKKIN SUGGESTION.

But oh well.

I think a 4k map, with no flags, would be the most fitting, lots of movement cover. Lots of terrain.

Would make it interesting to walk towards a friendly fob, find somepeople there and they started to grow BEARDS! :P

But, i think the only thing that is between us actually knowing if this is fun or not, or if its workable in PR. Is to try it on a server?

EDIT:

Hey, what would you do if you were on that server. Seriously imagine yourself playing for 4 hours, then thinking, this game will continue for another 20 hours. What would you do?
Xact Wicca is The Joker. That is all.
Sgt.BountyOrig
Posts: 656
Joined: 2009-02-22 18:12

Re: Social Experiment

Post by Sgt.BountyOrig »

This looks to be quite a good idea, one big event on a special server that runs 24 hours.
All it needs is a new gametype with tickets and time settings...and a HUUUGE signup event!
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Social Experiment

Post by killonsight95 »

or 5 flags
2 main bases
3 flags in the middle joint for front lines kind of
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Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Social Experiment

Post by Wicca »

No, being capped out, or "Base raped" is a larger chance then. Because if in the "flag mentality"

And will start attacking/Camp the last flag IE the main.

Therefor, a CNC inspired mode without the FOB being the magnificent coding wubedittt.

But with no flags, only loose tickets by getting shot or loosing equiptment IE veichles.

Then you could excpect contacts in any position, and would make it WAAAY more realistic.
Xact Wicca is The Joker. That is all.
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