I've posted this before a while ago before the new rally system was put in. however I've never received any discussion on my idea since it was usually buried under other people's ideas. so here we go once more.
the current system is good in that it slows down forward advances, but really hurts the stealthy and actually tactical squads who get unlucky. if everyone dies fine and dandy, but if the squad lead dies and 2 or more members survive it sucks. it is also discouraging time consuming flanking maneuvers where a squad would try to encircle the enemy since almost any loss would require them to start over. this results in squads opting for the simpler and much less risky option of pushing the line forward from the FOBs like trench warfare. (it is not a risk if it is definitely going to happen) no one really cares for dieing in a straight rush anymore since it is quicker than anything else and spawn times have since the old days been significantly lowered.
Solutions:
- Increase spawn times again
- Remove time limit on rallies (changes and limitations to be outlined below)
increased spawn times would bring back that fear of dieing, it worked for me and many others to keep us thinking.
Rally Points:
- Require 2 squad mates within 10 meters of the placed rally to spawn<this is the main change that will make this system work
- Remove the need to "reload" a rally point to place a new one (or increase to ammo count to 2)
- No time limit
- No spawn with 2 enemies within X meters
- Bring back ammunition (?) with a limited ammunition count equivalent to 3 ammo bags (we carry those ruck sacks for a reason.)
- Only allow riflemen to spawn on rally.
this will convince people to use a rally as a rally, when people are separated after a heavy fight people can say fall back to the rally, if people are dead they can spawn on the rally but will have to wait till the squad regroups there. this will bring back complicated squad maneuvers and encourage surviving members to fall back instead of simply hiding, or fighting to the death so everyone can spawn together. It will bring up the speed of game play without sacrificing tactics and survival like the current reliance on FOBs has, while on the other hand will keep it slow enough for the victorious squad to either destroy the rally or kill the remaining squad mates.
edit: This would give people something to fall back to, as noted previously in this suggestion there's little reason to fall back after a failed assault as currently there is nothing to fall back to. This system would give players a reason to disengage and fall back and give them a predesignated location to do so.
Noted Additions by others:
^Important point: Once rally is placed a minute or more must past before spawning may begin, after a first player has spawned the spawn will be active for 1 minute and then another minute or more must past before spawning can commence once more, and the cycle continues.acemantura wrote:
- Have the amount of 6 ammo bags for the six ruck sacks (Hopefully we can figure out a way to scale the ammo bag amount to the number of Squad Members).
- Keep the current reload system for the RP itself
- Keep the RP for the purpose of ammo, after spawns have stopped
- Disallow RP's from flag radius+50m
- Add a Squad Member "Camping Cool-down" timer to your 2 SM requirement
- Add to the "CC" timer a radius X (75m?) that circumscribes the RP
- SM's have to be out side this radius "X" for a "certain time" after the 2min spawning window
- Make the "Certain time" 2min?
- Add to the radius "X" an enemy radius being something like "X+50m?" or whatever works
- How about a distinction between Ammo Points and Rally Points
Fishbone wrote: [*]Setting a RP requires 4 alive squad members within X metres of SL. perhaps the allowed range for this can be rather high so they dont all have to be in the same spot rather can be within the same city block or compound so the rally can be set while the arcs can continue to be covered
[*]Spawning on a RP requires 2 alive squad members to be within X metres of RP.
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Result:
- SL will need to think ahead where to place a RP before engaging the enemy. If the squad has too many losses ( >2 for full squad) the SL cannot set the RP.
- RP will work in effect as a squad FB. But as living SMs need to be near RP and enemies cannot be nearby it means that the squad needs to actively disengage the enemy.
- In comparision to the current system: as the current RP only needs 1 SM next to SL to be able to be set it can be used after the squad has sustained many losses. It requires no planning.
^perhaps based on mantura's idea, a limit on how many spawn cycles are allowed can be implemented.SeanRamey wrote:I've said this before but there should also be a limit on how many squad members can spawn on the rally. I think a good number would be 4, or make it to where each member can only spawn once. This way it's actually a rally and not a nearly eternal spawn point. Everything else I think is absolutely great!







