Skirmish spawn points

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Freelance_Commando
Posts: 130
Joined: 2007-06-05 08:03

Skirmish spawn points

Post by Freelance_Commando »

As much as skirmish is designed to promote good squad play with no vehicles or FB's, would it perhaps be better to move the spawn point up as one side gains the upper hand?

I'm suggesting this after a couple of skirmish rounds where as my team gets close to the last enemy flag, the walking distance just increases expotentialy, turning a game of intense infantry combat into a stroll to the next flag.

As most (if not all?) skirmish maps are 4 flag affairs, why not create a spawn point on the first cap flag when the team captures their second and is now moving towards the final flag. So you end up with a middle flag that can be recapped by the enemy and held by your own forces, while the rest move on.
To make things fair (and to stop camping a spawn point), if your forces lose the second cap flag then your spawn point is removed, and that this spawn point can be represented as a firebase or rally point which can be destroyed by an infiltrating squad.

What do people think of this idea?
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Skirmish spawn points

Post by Rudd »

sounds like this loses the goodness of AAS to me, could be easier to allow FOBs (no 50cals or whatever) and hideouts in skirmish.
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Freelance_Commando
Posts: 130
Joined: 2007-06-05 08:03

Re: Skirmish spawn points

Post by Freelance_Commando »

[R-CON]Rudd wrote:could be easier to allow FOBs (no 50cals or whatever) and hideouts in skirmish.
Probably the better option, since the creates on the flags themselves give a limited distance for the FB's or hideouts to be placed.
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raw157
Posts: 66
Joined: 2009-03-15 16:13

Re: Skirmish spawn points

Post by raw157 »

The distance factor allows the other team to move in if your team gets destroyed. If the FOB's are too close or don't get destroyed fast enough, it won't be team work anymore, it'll be move up quickly, cap ASAP, then place a FOB on each as you go.

I vote maybe a bit longer rally pt. time for squad only. That way, fallen squad members can catch up to the group. That being said, a rally up for too long will have the same issue the FOB will.
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Freelance_Commando
Posts: 130
Joined: 2007-06-05 08:03

Re: Skirmish spawn points

Post by Freelance_Commando »

raw157 wrote:The distance factor allows the other team to move in if your team gets destroyed. If the FOB's are too close or don't get destroyed fast enough, it won't be team work anymore, it'll be move up quickly, cap ASAP, then place a FOB on each as you go.
Just to clarify the spawn point: ONLY when you cap the second capable flag (which is the second one you can cap) are you allowed a spawn point / FB at your first capable flag (the first one you capped). Only there and ONLY one.

I understand why there's a distance factor, as you call it, but I think it's currently out of proportion and leaves squad members seperated as the game continues. As for teamwork, this gives a real incentive to hold that one flag (for the spawn) and to take it back (deny the spawn), either way it's still in the defenders favor.
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dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: Skirmish spawn points

Post by dbzao »

You have unlimited RPs in Skirmish, so I recommend you fallback and use them.

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Scared_420
Posts: 403
Joined: 2009-06-25 07:15

Re: Skirmish spawn points

Post by Scared_420 »

make the rally like it used to be instead of it expiring, only in skirmish mode though and let it still be overrunable
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