Ideas that could drastically change gameplay.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Ideas that could drastically change gameplay.

Post by Tim270 »

superhunty wrote:Ha no worries mate! I think part of the reason for our disagreement is that you are using Karbala as your example and I am using Basrah! To be honest I rarely play Karbala- don't know why but it never seems to be on when Im playing!

Whereas you say Karbala is heavily biased to BluFor from your experiences, I would say that Basrah is just as heavily biased towards insurgents. I must have played Basrah at least 10 times since returning to the game and have not once seen BluFor win!
Then the Blurfor team must suck hard. Basrah is by far the easiest map for Bluefor to win simply down to the amount of armour they get. Now, yes this can actually be the downfall of a bluefor side, however, if they actually know how to cover each other with APC's and the tank and not just waste them. Its pretty hard for the insurgents to win. The ONLY way the INS team will win is if the majority of caches are in the city, forcing bluefor inside and the INS team can get a lot of infantry kills.
Building Fobs on the south and Western side of the city is an easy way to rack up some intel also. I really cant say that the Insurgents are overpowered in any sense on this map. If anything, the (at times) overwhelming amount of APC's and the tank can make it a really difficult map for ins to win.
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X1 Spriggan
Retired PR Developer
Posts: 427
Joined: 2007-08-31 04:24

Re: Ideas that could drastically change gameplay.

Post by X1 Spriggan »

I like to address the issue that some of you bring up which is the conflict between the ideas of how we want people to play vs what actual happens in any given game. Obviously, there is going to be a vast differentiation in opinions based upon individual experiences and other variables- such as maps

First I'd like to touch up upon suggestions based on ultra ideal circumstances. Such accusations saying a team "sucks hard", based upon that fact that they aren't operating in such high standards that some of you may expect from a team, is a premature citation. Its like you make the accusation without considering the quality of the other team and random circumstances. If one's job is too watch the rear of a convoy but lets his guard down for a few seconds, you can't blame the entire team. Likewise, you can't blame that one player for not doing his job because we cant expect him to stare into open desert for basically two hours while also not knowing if an enemy is coming or not. If one WERE to expect him to do it consistently and forever alert is playing in a fictional world of ultra ideal circumstances.
(repeat explanation with how alert the enemy team is)

Second issue is ideas based on team equipment. Saying a Blufor team should always be on the upper hand because they have guns with scopes and tons of armor shouldn't necessarily mean that they should easily or always win an insurgent map. This is because again we cant put an instant expectation that armor is going to be used 100% effectively or that the scopes on a gun will instantly make it easier to win a small arms fire fight( let alone the fact that insurgents prefer taking scoped weaponry because they are almost always on the defensive)

Lastly, it seems that some of you may not be thinking "big picture" enough. So what if Blufor has a better kill death ratio than Insurgents based upon weaponry and assets. It doesn't mean anything if the Infantry dies and doesn't find the cache because of the high availability of close and multiple spawn locations of insurgents.
Last edited by X1 Spriggan on 2010-08-02 20:14, edited 1 time in total.
Amir
Posts: 167
Joined: 2010-03-10 19:35

Re: Ideas that could drastically change gameplay.

Post by Amir »

superhunty wrote:414 posts and you still make no sense to me... sorry.
What's so bad about that ?
Eat Crayons, Poop Rainbows
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Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Ideas that could drastically change gameplay.

Post by Murphy »

BluFor having a high KDR will make more caches become known, and give them more options. On top of that if Insurgents have to keep respawning eventually when you near the cache they will no longer be able to defend effective because they will have to spawn further away and run/drive over. Most of the time a cache goes down because the Insurgents are too far away (always get those few ninjas in there), so if they can't stay alive to fight off the aggressors they are already on the path to losing their cache.

I totally agree that KDR isn't everything, but a BluFor team that can't get kills can't get intel thus can't get caches. If the BluFor has a lot of deaths and few kills they are losing tickets, and unable to progress towards victory.
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HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: Ideas that could drastically change gameplay.

Post by HAAN4 »

superhunty wrote:414 posts and you still make no sense to me... sorry.
Men you must be pleased that i at last kwon the nearby all words in inglish. many brasilians did't even kwon how to speak a single shiet.

if any brazilian refuses to talk inglish to you, is because he is bad has hell, i mean he din't even kwon how talk it. copy?

good. then if everone write bad has me, we will make a incredebly progress, not that i a good thing when it comes to be inglish matters, but because no one evem have 1 percent of progress on it.

regards.
boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Ideas that could drastically change gameplay.

Post by boilerrat »

HAAN4 wrote:Men you must be pleased that i at last know the nearby all words in English. many Brazilians didn't even know how to speak a single shit.

if any Brazilian refuses to talk English to you, is because he is bad has hell, i mean he didn't even know how talk it. copy?

good. then if everyone write bad has me, we will make a incredibly progress, not that i a good thing when it comes to be English matters, but because no one even have 1 percent of progress on it.

regards.
You would receive a lot more respect if you used a spellchecker.
Notice I used spellchecker on your post and it makes a bit more sense?
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=]H[=TangFiend
Posts: 265
Joined: 2008-08-14 01:51

Re: Ideas that could drastically change gameplay.

Post by =]H[=TangFiend »

X1 Spriggan wrote:I like to address the issue that some of you bring up which is the conflict between the ideas of how we want people to play vs what actual happens in any given game.....

Spriggan, Brother if you feel this strongly about this mod, just do the work to get tagged and added to the greater DEV roster. It's been almost a calender year since your first post. We all admire your passion, but man for the brainpower and calories you are putting into this discussion you should own something by now.
X1 Spriggan
Retired PR Developer
Posts: 427
Joined: 2007-08-31 04:24

Re: Ideas that could drastically change gameplay.

Post by X1 Spriggan »

Hey Tang, thanks for the support. I've been playing the game for three years now and have been on the tester team for the releases of .6 and .7. I try my best to fill out any loose roles on any team often taking a Squad Leader position and I truly have no grudge taking less pleasant roles such as medic, logistics ect and I do consider myself to be one of the more experienced of players. I have also uploaded some gameplay vids ( but really I could be pumping out way more, even more than say DB's channel) I feel that I know almost all the ins and outs of PR and its development process, but for now, just voicing some random opinions is all I can do.

Really PR has been a major influence in my life in many ways. I've met so many great people and have had so fun much because PR and its community really just fits my personality. Only say a year ago I felt that I even wanted a career choice in gaming and media arts just so I can help PR, but overtime I've seen even more more potential in many other aspects going down this path. PR has just been a positive energy for me and in anyway possible I'd like to help out- working on a map for now-
Amir
Posts: 167
Joined: 2010-03-10 19:35

Re: Ideas that could drastically change gameplay.

Post by Amir »

boilerrat wrote:You would receive a lot more respect if you used a spellchecker.
Notice I used spellchecker on your post and it makes a bit more sense?
But you can understand him, so don't complain ? I see alot of Americans, British,etc.. people missing and making errors and I don't complain about it though I know they're vernacular is English. This forum is not about communicating in plain English language without making any mistake. I speak 4 languages and still learn one. I know how hard it is and bet you only speak English.

Btw; it's MAN not MEN; singular form..
and possible another minor mistake with the "i" wich has to be a capital "I"
Eat Crayons, Poop Rainbows
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doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Ideas that could drastically change gameplay.

Post by doop-de-doo »

X1 Spriggan wrote:Gamemode-
Suggestion- If possible, remove flags markers on the player map but have them still exist. Only the commander is allowed to see the true command points that need to be captured. p
There are too many ideas in the original post to address all at once. I will only approve of this single idea. However, just as people go CO just to call in arty, people might go CO just to find out where the flags are. In the end, the CO structure could be as problematic as the old system requiring a CO to approve build requests for FBs.

:evil: B4TM4N :evil:
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