Reinforcement game mode

Suggestions from our community members for PR:BF2. Read the stickies before posting.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Reinforcement game mode

Post by maarit »

but there should be mainbase spawning available all the time...
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: Reinforcement game mode

Post by mangeface »

I don't really like this idea. 15 minutes to wait? People will rage quit after dying in the first 3 minutes of spawning, and after 7-10 minutes of playing after spawn windows there'll be 4 or 5 total guys from both teams on the map playing. The only way I could see to make this work is to have a spawn window every 10 minutes and all destroyed assets respawn for usage.
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Re: Reinforcement game mode

Post by Heskey »

I like the concept but 15 minutes is too long to wait I think.
Exterior
Posts: 105
Joined: 2009-12-09 00:48

Re: Reinforcement game mode

Post by Exterior »

Love it. But this system is to immitate large scale battles between hundreds of men
____Casualties many; percentage of dead not known; combat efficiency: we are winning!
— Col David M. Shoup, USMC on Tarawa, 23 Nov. 1943, in a radio message to MajGen Julian Smith, CG, 2dMarDiv, aboard USS Maryland (BB-46)
____Goddamn it, you’ll never get a Purple Heart hiding in a foxhole! Follow me!
— Capt Henry P. “Jim” Crowe, Guadalcanal, 13 Jan. 1943.

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doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Reinforcement game mode

Post by doop-de-doo »

Although I wouldn't have the patience to wait 15 minutes (max 3 minutes), I think people are still too quick to throw themselves into dangerous situations without tactics as they'll just respawn nearby and pick up where they left off.
Last edited by doop-de-doo on 2010-05-06 14:38, edited 2 times in total.

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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Reinforcement game mode

Post by badmojo420 »

darkside12 wrote:The only way I could see to make this work is to have a spawn window every 10 minutes and all destroyed assets respawn for usage.
Well, you can't get assets to respawn at a set time. They always just respawn X number of minutes after they've been destroyed. Or, the same X number of minutes after the round starts. It would be nice if some transport would spawn right before the spawning window, I just don't see any way to make it work.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Reinforcement game mode

Post by badmojo420 »

So.. did FH2 ever adopt a system like this? If so, anyone care to comment on how good it works?
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Reinforcement game mode

Post by Spec »

Only seen the suggestion now. I honestly really like it. I'd actually like losing a man to actually mean you lost him, not to have to fall back and regroup again for that one guy all the time. 15 minutes of waiting aren't too long; perhaps let people spawn in the main base anyway, but not allow them to leave it, until the time's up.
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Reinforcement game mode

Post by goguapsy »

Spec_Operator wrote:Only seen the suggestion now. I honestly really like it. I'd actually like losing a man to actually mean you lost him, not to have to fall back and regroup again for that one guy all the time. 15 minutes of waiting aren't too long; perhaps let people spawn in the main base anyway, but not allow them to leave it, until the time's up.
I say people should be able to spawn at main at any time and get transported to action.

I believe that losing a man in battle would literally mean you lost him (ie. most will leave) otherwise.

This is testworthy IMO - 15 minutes "reinforcement at FOBs and Rallies", or respawn at main and successfully get transported to the action.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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A.Filikov
Posts: 71
Joined: 2010-10-03 18:06

Re: Reinforcement game mode

Post by A.Filikov »

How about spawning when something changes in the map?

Like when you neutralize a flag your team gets a 1 minute spawn time.
When you finish capturing the flag you get 1 minute more.
3 minutes after you capture the flag, enemy gets 1 minute.
AtlantisThief
Posts: 82
Joined: 2010-12-06 16:14

Re: Reinforcement game mode

Post by AtlantisThief »

After reading the suggestion, my first reaction was "HELL NO!", but after some more thoughts, i have to say that with some changes that sounds good. Like some other already said, it's more like a suicidal action game (espacially for new players). This wave system has different pros and cons:
Pros: - Better feeling that a kill actually helped to push forward since they guy doesn't come back after 45 seconds to join his squad.
- "Feels" more like a reinforcment, instead of US Army sending one guy after another into the battlefield.
- If it is organized well, this can lead to better Squadplay: Sq1 lost 1 guy, he spawns after XX minutes, SQ1 stays at position to try to stop enemy incomming. When they planned to move away anyway, they can check the respawn clock and pick up that lost soldier at spawning time.

Cons: - New Player will quit because they are bored of waiting.
- Can cause some players to actually hate dying :P
- Special Reinforcment timers has to be done for Civis. (I wouldn't even use this in Insurgency mode, only in AAS)

Wave time i would suggest: 4 Minutes
:)
soldier19919
Posts: 43
Joined: 2007-05-13 13:15

Re: Reinforcement game mode

Post by soldier19919 »

would be bad... let's say you're bleeding and you're not sure if you can make it. and clock is 2:46 so you rather do a suicide so you can spawn instantly instead of MAYBE dying after 2 mins..
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Reinforcement game mode

Post by badmojo420 »

People already do that, and you lose your team tickets. If people don't care about death counts and team tickets, we can't really concern ourselves with them when considering new game modes. Frankly, that type of thing totally goes against all that PR is about.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Reinforcement game mode

Post by ytman »

No.

The rounds of PR we play are a sped up version of what can be considered an entire Operation that could conceivably last days in Real Life. Not only is the scale 'reduced' compared to real life (I view a squad in PR having the effect of a Platoon or even a Division!) but again time is condensed as well.

A good deal of things are sped up, Medical Evacuations sped up into the whole Epi-pen resuscitation and the treating of life threatening (with in field surgery) wounds are condensed to seconds with the Medic Bag.

The Rally Point symbolizes, to me, a force resting regrouping and reinforcing.

The Forward Outpost symbolizes and operational base with many soldiers around it in theory which serve as the reinforcement pool.

With all this in mind I completely disagree with reinforcements on levels greater than a minute. Any more and you nearly punish people for thinking that they might get revived and waiting a little longer (hence missing the reinforcement spawn).

Perhaps a very hardcore mode can be created for the ARMAII version but I do not see it happening in the confines of BF2 engine... nor would I want to.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Reinforcement game mode

Post by badmojo420 »

ytman wrote:With all this in mind I completely disagree with reinforcements on levels greater than a minute. Any more and you nearly punish people for thinking that they might get revived and waiting a little longer (hence missing the reinforcement spawn).
If the spawn windows were known, how could anyone miss them? Even if you didn't know the times, you can always pull up the spawn screen and see if the circles are red or not.

The current game modes already punish people who wait for a medic. Since you can wait up to 5 minutes for a medic to revive you, but if you give up you can respawn in under a minute.

The advantages of being revived are not losing tickets and not having to regroup with your squad.(assuming your medic revived you)
narref
Posts: 28
Joined: 2009-04-03 21:04

Re: Reinforcement game mode

Post by narref »

I think it's a very good idea it would make staying alive much more valuable, and transport assets and squads more important since they would have a more clear role.
But the downsides could be huge too, and could be a massive slow down of the already slow PR gameplay.
But i think this deserves atleast to be tried.
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Reinforcement game mode

Post by ytman »

badmojo420 wrote:If the spawn windows were known, how could anyone miss them? Even if you didn't know the times, you can always pull up the spawn screen and see if the circles are red or not.

The current game modes already punish people who wait for a medic. Since you can wait up to 5 minutes for a medic to revive you, but if you give up you can respawn in under a minute.

The advantages of being revived are not losing tickets and not having to regroup with your squad.(assuming your medic revived you)
You miss them because you are waiting to get revived but then your medic dies. So now instead of re-spawning in thirty seconds you must wait two minutes and thirty seconds. The punishment gets progressively worse the higher the spawn window is around. Basically if you wait and miss the window and miss the revive you are punished to go through a whole other window.

And no the current game mode doesn't punish you in the same way. See if you wait for the medic you still count down your 're-spawn timer' to a minimum of five seconds. So no punishment if you wait as your still waiting either way.

Now perhaps FOs should be over ran at greater distances 75m-100m but right now I do not like this suggestion.
TH3pilot
Posts: 84
Joined: 2008-04-15 13:25

Re: Reinforcement game mode

Post by TH3pilot »

In my opinion new game types will never work.
Just take your example from maps and learn the lesson:
with so many cool maps, most servers run the same maps over and over and over and over and over again....
and because theire who "offer" us the game, we cant do anything but play on those now boring maps...
Same thing with gametype, there already different, but people just stuck with Insurgency, and a little AAS...
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Reinforcement game mode

Post by badmojo420 »

ytman wrote:You miss them because you are waiting to get revived but then your medic dies. So now instead of re-spawning in thirty seconds you must wait two minutes and thirty seconds. The punishment gets progressively worse the higher the spawn window is around. Basically if you wait and miss the window and miss the revive you are punished to go through a whole other window.

And no the current game mode doesn't punish you in the same way. See if you wait for the medic you still count down your 're-spawn timer' to a minimum of five seconds. So no punishment if you wait as your still waiting either way.

Now perhaps FOs should be over ran at greater distances 75m-100m but right now I do not like this suggestion.
Okay, my point was that currently a lot of us wait longer in the wounded state than we have to. We do this because we don't want to be a burden on the team. If we simply gave up right after we were wounded we'd be back in the field in under 60seconds. Of course waiting for a medic lessens the time after you've given up, but it's not like we have to wait 5minutes if we give up right away.

The example you gave, in the game mode i suggest, i would say you are better to wait and spawn with your squads medic. But that's just me. You make a valid point, sometimes it would suck to give up in order to respawn in the window, rather than put faith in your medic.

But, then this isn't all set in stone, so why not make the spawning window 5minutes? That way unless you are wounded right after the window opens, you'll be able to wait for the medic for the full 5 minutes without fear of missing the window.

I dunno, it's just an idea, there are bound to be parts of it that are annoying.
TH3pilot wrote:In my opinion new game types will never work.
Just take your example from maps and learn the lesson:
with so many cool maps, most servers run the same maps over and over and over and over and over again....
and because theire who "offer" us the game, we cant do anything but play on those now boring maps...
Same thing with gametype, there already different, but people just stuck with Insurgency, and a little AAS...
Aren't you just a party pooper. :) Yeah no new game modes have made a go of it. I still have faith that new ones could triumph. You can't knock it ti'll you've tried it. I'm sure plenty of server admins would switch to a new mode if it was more fun than the current one they're running.
Last edited by badmojo420 on 2011-06-18 00:20, edited 1 time in total.
Reason: typos
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