"Added ticket loss when going wounded."

General discussion of the Project Reality: BF2 modification.
Predator.v2
Posts: 379
Joined: 2010-01-26 13:49

"Added ticket loss when going wounded."

Post by Predator.v2 »

What exactly was the idea behind "Added ticket loss when going wounded."?

So now you lose one ticket once you go wounded and a second one after giving up?
Cossack
Posts: 1689
Joined: 2009-06-17 09:25

Re: "Added ticket loss when going wounded."

Post by Cossack »

Some players forget about life. The squad leaders main objective is keep his men alive, not send them in suicide missions. In real life nobody is spawning at nearest FOB.
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theflidgeface
Posts: 273
Joined: 2008-12-18 05:09

Re: "Added ticket loss when going wounded."

Post by theflidgeface »

well it basically makes all players care more for their ingame lives, therefore smarter decisions will hopefully be made.

The M15A3, weapon of the future

Semper Fi
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: "Added ticket loss when going wounded."

Post by cyberzomby »

What I'm curious about and I might have read over that in the FAQ thread, do you lose 2 in total if you gave up? 1 for wounded and 1 for giving up/bleeding out?
Jaberwo
Posts: 46
Joined: 2009-12-16 09:14

Re: "Added ticket loss when going wounded."

Post by Jaberwo »

And what if you die instantly? Like in a vehicle or after being revived not long ago?
Jorgee!
Posts: 350
Joined: 2008-03-23 17:57

Re: "Added ticket loss when going wounded."

Post by Jorgee! »

Cossack112 wrote:Some players forget about life. The squad leaders main objective is keep his men alive, not send them in suicide missions. In real life nobody is spawning at nearest FOB.
I think in real life nobody can "spawn" ;)
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Serbiak
Posts: 608
Joined: 2008-01-22 16:40

Re: "Added ticket loss when going wounded."

Post by Serbiak »

FusionGames wrote:I think in real life nobody can "spawn" ;)
Wait you did not spawn...? Did you hack?
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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: "Added ticket loss when going wounded."

Post by Celestial1 »

FusionGames wrote:I think in real life nobody can "spawn" ;)
Everyone spawns once.
Fungwu
Posts: 62
Joined: 2008-01-20 22:52

Re: "Added ticket loss when going wounded."

Post by Fungwu »

I guess the other half of this is do you get a kill or at least points for shooting people now?
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: "Added ticket loss when going wounded."

Post by dtacs »

This change means games are going to be over much much quicker than now.

The squad going 28:25 would have lost 50 tickets alone, in addition to tickets lost from kits, assets and flag loss. Hopefully it means BLUFOR will suffer somewhat on insurgency.
009783232
Posts: 42
Joined: 2008-11-14 03:53

Re: "Added ticket loss when going wounded."

Post by 009783232 »

Hopefully this helps the insurgents get back on to a somewhat even footing with the blufor again. At the moment when a squad is mostly 'killed', there is no penalty as long as someone can get to a medic kit. This is incredibly frustrating for insurgents who for the most part get most of their kills taken away by medics, for absolutely no gain. Now, they will be able to rely on attrition, rather than being forced to kill entire squads and molotov their corpses to guarantee blufor ticket loss.
BrownBadger
Posts: 495
Joined: 2009-09-05 21:29

Re: "Added ticket loss when going wounded."

Post by BrownBadger »

dtacs wrote:This change means games are going to be over much much quicker than now.

The squad going 28:25 would have lost 50 tickets alone, in addition to tickets lost from kits, assets and flag loss. Hopefully it means BLUFOR will suffer somewhat on insurgency.
Has a DEV confirmed that you lose 2 in total for one death, or just one regardless of wounded/dead? Answers are appreciated.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: "Added ticket loss when going wounded."

Post by mat552 »

Indeed, now you no longer have wriggle room as bluefor. One squad of charging tards will help make sure they tickets stay in a slow spiral, hell, they don't even have to charge, even defending a fixed position is enough to waste tickets.

It's even don't you know.

Edit:

Who, me, bitter? Just because it's looking like I'm going to (again, hello ticketed vehicles) be punished for the behavior of other players that I won't be able to correct? Sure, eventually, with enough pleading, yelling, tutorials and random acts of violence/kindness they may learn, but it's gonna be awfully frustrating for the first few months.
Last edited by mat552 on 2010-10-11 10:19, edited 3 times in total.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Re: "Added ticket loss when going wounded."

Post by NyteMyre »

It's funny how the DEVs keep implenting new ways that "keeps your heads down" or "makes you NOT wanna get shot".

As far as I remember, I NEVER want to get shot/wounded/killed when I play. But getting shot/wounded/killed is inevitable at some point during a round. Yet, the punishment for getting shot/wounded/killed keeps getting higher
DenvH
Posts: 208
Joined: 2008-01-01 09:17

Re: "Added ticket loss when going wounded."

Post by DenvH »

009783232 wrote:Hopefully this helps the insurgents get back on to a somewhat even footing with the Bluefor again. At the moment when a squad is mostly 'killed', there is no penalty as long as someone can get to a medic kit. This is incredibly frustrating for insurgents who for the most part get most of their kills taken away by medics, for absolutely no gain. Now, they will be able to rely on attrition, rather than being forced to kill entire squads and molotov their corpses to guarantee Bluefor ticket loss.
If insurgents start playing as a team (something you almost never see in pub games) they have a big advantage when defending the cache. In the new version it will punish insurgents for not working together by making sure that Bluefor will find the cache more easily, but when the INS team does defend a cache it's game over for Bluefor. Insurgent don't have to care about tickets and will go into the fight with this in mind, for them it's good enough if they wound 1 guy and die. Bluefor will lose 1 ticket when wounded and will go in carefully, they will most likely die when some uncaring insurgents cross their path..

The only thing that would work from my point of view is giving the insurgents tickets again but have more tickets than Bluefor. At the same time Insurgents still have 7 caches and will lose when these are taken out or when their tickets reach 0.
Don't know if that's possible at all with the engine, currently we got INS starting with 70tickets and they get -10 for every cache they lose, so it might not be possible to have caches and tickets at the same time.
Last edited by DenvH on 2010-10-11 10:56, edited 1 time in total.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: "Added ticket loss when going wounded."

Post by Tim270 »

Does this count for intel points as well?
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Moonlight
Posts: 211
Joined: 2009-07-04 20:05

Re: "Added ticket loss when going wounded."

Post by Moonlight »

NyteMyre wrote:Yet, the punishment for getting shot/wounded/killed keeps getting higher
And inevitably the reward for hitting enemy keeps getting higher. ;)
Ok with me.
I would like higher respawn times for insurgents though as currently you can't take out a cashe close to the enemy fixed spawn by "clearing the perimeter and looking for the cashe"
You rather go in, die(gets lemming rushed), go in, locate the cashe, die(zerg rushed this time), RUSH IN, take out the cashe, oh, and die.
Edit:
On the other hand the upcoming case marker will be much more precise meaning that it sould be really easy (espacially with UAV) to locate the exact cashe location.
Meh, I belive I should play a bit of .95 first. xD
Last edited by Moonlight on 2010-10-11 17:35, edited 1 time in total.
Jaymz
Retired PR Developer
Posts: 9138
Joined: 2006-04-29 10:03

Re: "Added ticket loss when going wounded."

Post by Jaymz »

Just to clarify, all tickets were raised to semi-counter the wounded ticket loss.

We're also ready and willing to release a patch that adjusts ticket count if it turns out rounds have become to short (or too long even).
"Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
xambone
Posts: 548
Joined: 2010-04-20 16:58

Re: "Added ticket loss when going wounded."

Post by xambone »

PR 1.0 fill be so realistic that...

If die even once you have to uninstall and never play PR again.
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