tweaking rally points

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Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: tweaking rally points

Post by Bringerof_D »

I feel this needs further discussion. the idea may still require refining but i think the general idea itself would benefit gameplay.
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: tweaking rally points

Post by Arnoldio »

I have another thing to suggest.

As told before, it should carry substantial amount of ammo... like a droppable ammobox, only limited to your team, like crates, (i still dont know why ammoboxes are not limited to teams...), only it should stay there until its empty on ammo/placed somewhere else and its spawning capabilities could be tweaked a bit, as in expanding the spawn disabling area when enemies are near and just removing spawning option when enemies ar ein the are, the actual RP should stayed there (for ammo reasons) and could be knifed like in the old days.

Now i dont know if it should be made that you

- Can spawn for unlimited amount of time disregarding the ammo count (so it doesnt destroy when its empty),

- Can spawn for limited amount (5-10 minutes), disregarding the ammo count

- Can spawn for unlimited amount of time, but if it runs out of ammo, it dissapears completely

- Can spawn for limited amount of time, but can dissapear if it runs out of ammo before the timer runs out
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ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: tweaking rally points

Post by ytman »

Removing the 'rearm' time of the rally I think is a terrible idea. The whole point of the changes from infinite rally to the one we have now is a more rewarding game where tactics matter and pay dividens when successful... silly forever rallys that bring back the dead is too much.

What I do currently when my assault has failed and I can not revive my mates I order a fall back and my squad links up while I try to get to an FO or wait for my Rally to rearm. That is the REWARD the defenders get when being successful but not killing every last man.

I do approve of longer spawn times though. What we have right now 30-45 seconds is really small and normally passes while waiting for a revive. That and if a rally would give a temporary ammo supply it'd be neat... though I think that defeats the point of logistics then.
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: tweaking rally points

Post by bloodthirsty_viking »

I think this is a great idea, It allows the squad to Become a little more independent agian (Easier to accomplish a task without waiting 5 hours for your team to get a crate somewhere to build a fob so you can re-spawn if you die in a semi close area to the attack only to have a noob spawn and get you found out before you have a chance to assault)
This way you are able to more quickly set up an attack, and Not worry about a lonewolf getting you found out (not as high of a chance), Its harder to see so if an nme squad walks past you can hide and hope the walk by without a feaken giant tower attracting attention.

I see alot of good with this, And very little bad. I mean sure 2 folks can sit back at the rally and idle keeping it as an infinite spawn, But if your attacking a fortified location i would expect to see and nme FOB nearby, So a squad of 4 fighting at least a squad with quick reinforcements from other squads via the FOB against and inf stream of 4 solders... Seams kinda like a worthless plan for keeping 2 folks who could be shooting on the front lines as a spawn base when its more worth to retreat and assault from another angle.
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ytman
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Re: tweaking rally points

Post by ytman »

Squad leaders need to incorporate logistics into all plans. If they aren't doing it, why not you do it?
Haji with a Handgun
Posts: 443
Joined: 2010-05-09 06:18

Re: tweaking rally points

Post by Haji with a Handgun »

ytman wrote:Squad leaders need to incorporate logistics into all plans. If they aren't doing it, why not you do it?
QFT. A squad without proper support will get reamed by enemy forces.
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Damian(>>>PL
Posts: 130
Joined: 2008-12-31 09:12

Re: tweaking rally points

Post by Damian(>>>PL »

I would love to play like in old pr system witch RP(ofcourse it wasnt ideal but this game need it) I would like to add one more change

- Require 2 squad mates within 10 meters 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 (?) for rifles and other light arms only (we carry those ruck sacks for a reason.)
- RP need a minute to be spawnable
Last edited by Damian(>>>PL on 2011-02-05 13:12, edited 2 times in total.
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Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: tweaking rally points

Post by Kain888 »

No. Leave it as it is or remove it. No need for other changes.
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Koolaid-maker
Posts: 29
Joined: 2009-11-04 18:54

Re: tweaking rally points

Post by Koolaid-maker »

I like the idea of promoting retreat, as this would probably decrease the amount of times where a squad goes "oh well, only 2 people surviving, none of them medic, might as well let them die too, so we can spawn together at main/the fob".
Now, those 2 members would be given the task to succesfully fall back to allow the squad to regroup.
In Real Life, Id imagine the Rally Point being the Point where the squad rallies after a firefight has ended either way. The change would encourage this behavior.

I also support the idea of having to pick up the rally point after the firefight, but not if the squad got wiped out and had to respawn at main/a fob.
This would -as pointed out above- encourage the behavior of rallying at the rally point but prevent squads going on suicide missions into an enemy-held territory only to get their precious rucksacks back.
I think it would be best if the RP disappeared after the SL spawned at Main/FOB/etc. The SL would then spawn with a new set of backpacks to lay on the ground.
If the SL spawns at the RP however, he starts with RPcount = 0 in his inventory and the Rallypoint stays until it is picked up.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: tweaking rally points

Post by Bringerof_D »

ytman wrote:silly forever rallys that bring back the dead is too much.
read the op fully before posting plz.

if it requires 2 squadies within x range for people to spawn, the problem is solved. there is no infinite flow.

and particularly for squads that use tactics and stealth this makes the most sense. a full squad/section IRL consists of 12 guys, having the rally would simulate on a stealthy mission the remainder of the guys who were left behind in an OP base or other type of holding location waiting to give support.

i also included the increase in disable range for enemies, so far from an infinite spawn, it will be un spawnable unless the area around you is properly cleared and you have 2 guys in position. on your retreat if anyone follows you, no spawn. random patrol gets in the area, no spawn.

@chiznizzle: i'm liking the ammo idea here, it will supply only enough for small arms and once it runs out the rally dissapears.
Last edited by Bringerof_D on 2011-02-05 15:56, edited 1 time in total.
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Vege
Posts: 486
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Re: tweaking rally points

Post by Vege »

OP post seems better than we have currently so I hope we could be able to at least try this in action.
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PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: tweaking rally points

Post by PlaynCool »

Yea this suggestion makes sense.I think this is the perfect balance between gameplay and realism.

+1
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ytman
Posts: 634
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Re: tweaking rally points

Post by ytman »

Bringerof_D wrote:read the op fully before posting plz.

if it requires 2 squadies within x range for people to spawn, the problem is solved. there is no infinite flow.

There is too. Squad leader and AR sit back at the point while droves of the undead assault the objective. Plz don't assume things, I read it all.
and particularly for squads that use tactics and stealth this makes the most sense. a full squad/section IRL consists of 12 guys, having the rally would simulate on a stealthy mission the remainder of the guys who were left behind in an OP base or other type of holding location waiting to give support.
Okay... no. Everything in PR is scaled down for a reason. These aren't massive real life engagements where hundreds of people are on each team; we have 32. at. max.

The rally point simulates a fall back regroup point right now, thats what it should be. You suggesting that it simulates 'stealth' is exactly the reason why I disaprove of it. The game shouldn't simulate the skillful things that take time and effort and really seperate the good from the mundane.

If you want what you are suggesting I'd suggest you get skilled in logistic truck/1-2 man building. Thats the best way to do what you want and it works for the entire team.
i also included the increase in disable range for enemies, so far from an infinite spawn, it will be un spawnable unless the area around you is properly cleared and you have 2 guys in position. on your retreat if anyone follows you, no spawn. random patrol gets in the area, no spawn.
Move to a new position drop a rally. Over ran? Move again. Over ran? Move again. This is the problem with reducing its rearm time.
@chiznizzle: i'm liking the ammo idea here, it will supply only enough for small arms and once it runs out the rally dissapears.
I was liking the rearm idea... the biggest issue with this is that you now have a HAT team that has unlimited ammo. You can't decide what reloads what, only ammo exists and it can reload anything.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: tweaking rally points

Post by Redamare »

Its an interesting proposition . . . . i Dont think that it will work though YES if we increase spawn times then there is more of a chance for people to CAMP rally points and kill people upon spawn rendering the rally Useless ( since the rally is only good for the same 6 people ) the camper knows " okay i killed one two wait about X amount of time and Bang Bang wait X amount of time . . . and so on.

Fobs will go back to a Secondary asset that will become virtualy useless again . reverting the game back to .6 status. along with this Ammunition on Rallys . . . . I could only see this as a limited asset as only 2 or 3 people can reload then the capability goes away. i dont think you can depict between HAT and Light inf weapons only ammunition # for supply. plus when Actual infantry drop " RALLYS " places to meet up after thus and such . . . Do they have all this extra ammunition? or do they carry it with them.

so my basic points have been made . . . ( not a Huge supporter ) sorry
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: tweaking rally points

Post by Bringerof_D »

ytman wrote: The rally point simulates a fall back regroup point right now, thats what it should be.
but that is exactly what it is not at the moment. it serves no purpose as a rally point since it disappears after a minute. since the squad leader drops it every time for it to work it may as well just be called a beacon. there is no falling back atm, at the moment rally points are not fallen back to, they are placed along the way to some place then left to run out on it's own once everyone's spawned in.
Redamare wrote:Its an interesting proposition . . . . i Dont think that it will work though YES if we increase spawn times then there is more of a chance for people to CAMP rally points and kill people upon spawn rendering the rally Useless ( since the rally is only good for the same 6 people ) the camper knows " okay i killed one two wait about X amount of time and Bang Bang wait X amount of time . . . and so on.
not possible unless you're sniping or with DMR. just as rally's worked previously you cant spawn with enemies within x meters. in my case it requires only one hostile to disable spawning meaning its practically impossible to spawn camp a rally.

and they do. we carry far more ammunition into the the area then we can possibly use, we carry as much as we feel practical into the fight and the rest are left at a position behind us to be picked up on the way out and used if we're being persued. (with sentries left behind of course)

i'll go ahead and explain this as a recce soldier. We leave the FOB, we set up an OP base, then set up an OP. thye FOB is the FOB, the OP base is where excess supplies and personnel are left to receive logistical support and give support when requested like a reserves. the OP is where the men actually being used in the fight are with as little unneeded equipment as possible. the rally point essentially represents the OP base. we carry those ruck sacks for more than just a change of clothes.
Last edited by Bringerof_D on 2011-02-06 01:53, edited 2 times in total.
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Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: tweaking rally points

Post by Acemantura »

I love this first whack!

Need serious tweaking as the posters before me have stated, but still I think we are onto something.

My Suggestions:

- 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
- Add a "Pick up RP" option to take your ammo/rally with you, that you wouldnt have to reload it
- Keep the RP for the purpose of ammo, after spawns have stopped
- Disallow RP's from flag radius+50m
- Maintain your 2 SM @ 10m suggestion
- 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

Yeah...yeah...I like this...yeah.

LETS DO IT!!!

DEV's if this is any good, could you give me an ego boost and tell me if you like it?
Last edited by Acemantura on 2011-02-06 03:53, edited 14 times in total.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: tweaking rally points

Post by Bringerof_D »

great idea Acemantura, i'll add those to the op


here's how i hope this will push gameplay:

currently - "oh **** someone died and we cant revive, hey that looks like a good place to hide for a minute and let him spawn in!" (pick a spot after everything gos awry)

my idea - "Ok things didnt work out, we need to head back into that construction area and let the dead guys spawn in." (pick a spot before hand to move back into for when everything goes wrong)
Last edited by Bringerof_D on 2011-02-06 05:01, edited 1 time in total.
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SeanRamey
Posts: 96
Joined: 2009-06-16 15:53

Re: tweaking rally points

Post by SeanRamey »

Ok Well, I absolutely love this idea, but it seems many people are worried about it making troops just respawn right after being killed just to run straight at the objective again and again like zombies. So here's what I think would fix that.

-Keep everything that was stated in the first post
-Make a "spawn limiter" so that only a certain amount of people can spawn. 4 for example because it takes 2 to activate spawning. That way you could only respawn once and then it just disappears. So if your squad dies but 2 made it to the rally and the other 4 spawn then you cant use that rally again. You would probably need to make it to where you have to reload the rally because if the other one got used up and you were able to just place another immediatley and use it, then that whole idea would be pointless.
Also for those that say it's unrealistic for people to just pop out of a rally, it's just a way to simulate reinforcements.

I hope everything I said was clear and understandable.
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: tweaking rally points

Post by Shovel »

I like the idea, the squad leader should also have the ability to remove the Rally Point if the squad is being overrun, as not to lose tickets.
Shovel009
Damian(>>>PL
Posts: 130
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Re: tweaking rally points

Post by Damian(>>>PL »

what do you think about that, when 3 guys come close to RP its spawnable but only for next 30 secound, and after that its not spawnable for next 5 min ??
War is a game played
with a smile;
if you can`t smile, grin.
If you can`t grin, keep out of the way until you can.
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