Higher ticket count for certain kits?

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FelipeFR
Posts: 146
Joined: 2009-08-13 01:11

Higher ticket count for certain kits?

Post by FelipeFR »

So, what do you think if we gave some more "special" kits such as Pilot, Sniper and Officer ones more tickets to encourage turning them into priority targets (If I remember correctly, there is even an in-game tip telling snipers to focus on enemy officers, but that doesn't seem to happen at all), and also give life to a possiblity of "escorting" such players, for instance, a pilot of a downed heli is protected by the squad he just transported while they wait for another heli to extract him before the enemy can kill him and take a big chunck of tickets off the team. What do you think? I'm just wondering if the possibility of dropping kits wouldn't spoil this... unless they also have their own higher ticket count.... maybe.
spiked_rye
Posts: 118
Joined: 2011-01-21 12:32

Re: Higher ticket count for certain kits?

Post by spiked_rye »

I think that could be a good idea. I would also like to see about capturing officers, pilots, and snipers (and unarmed) alive (like the cuffs in INS) being worth more, to try and encourage realistic team play. So you see a pilot bail, you mark the possition and a nearby squad can attempt to capture / kill him, whilst the enemy try to rescue him. It's just a thought really, but I think with 128 coming closer to reality, it could spice things up a bit.
MrTomRobs
Posts: 258
Joined: 2010-08-30 15:39

Re: Higher ticket count for certain kits?

Post by MrTomRobs »

I like the idea! I've heard (and also thought about and mentioned) the introduction of a new game mode similar to this idea, sort of like VIP or even a secure the crash site mode or something similar. I've grown quite (i don't want to say it but my mind has left me in search of another more suitable word) bored of servers only playing Insurgency or AAS. Was vehicle warfare just created for shits and giggs?

A good suggestion, i endorse!
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Moszeusz6Pl
Retired PR Developer
Posts: 939
Joined: 2010-06-24 13:41

Re: Higher ticket count for certain kits?

Post by Moszeusz6Pl »

Agreed. Rescuing pilot that get down behind enemy lines should be very interesting. This also can make people think twice, before they take some special kit.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Higher ticket count for certain kits?

Post by mat552 »

I'd love to see this in insurgency to punish "clever" squadleaders who stack their squads full of special kits to make sure the ins don't get better guns and equipment.
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.
FelipeFR
Posts: 146
Joined: 2009-08-13 01:11

Re: Higher ticket count for certain kits?

Post by FelipeFR »

mat552 wrote:I'd love to see this in insurgency to punish "clever" squadleaders who stack their squads full of special kits to make sure the ins don't get better guns and equipment.
I like the way you think. :D

Indeed, not only Pilot, Officer and Sniper kits could have higher penalties, but also AA, AT, AR, etc. Of course they shouldn't all have the same penalty, though, specially if you consider that a ticket is lost for both getting wounded and dying, as far as I know.
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Higher ticket count for certain kits?

Post by rushn »

if only there was a commander kit that would be cool having squads trying to infiltrate bases to take commanders out
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Higher ticket count for certain kits?

Post by AquaticPenguin »

FelipeFR wrote:I like the way you think. :D

Indeed, not only Pilot, Officer and Sniper kits could have higher penalties, but also AA, AT, AR, etc. Of course they shouldn't all have the same penalty, though, specially if you consider that a ticket is lost for both getting wounded and dying, as far as I know.
I don't really agree on AA/AT/AR getting greater ticket loss, imo just losing them is a disadvantage in itself.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Higher ticket count for certain kits?

Post by mat552 »

AquaticPenguin wrote:I don't really agree on AA/AT/AR getting greater ticket loss, imo just losing them is a disadvantage in itself.
Losing the kit used to be the punishment, more accurately, the threat of an insurgency armed with SAWs, SRAWs, and Stingers was the counterpoint. Now? There's no reason not to take absurd loadouts, and I like to argue there's even incentives for what would be stupid behavior IRL, because the enemy cannot take the good stuff if your team wastes it.

Also, rushn, it's already a hard, thankless job. Why add the threat of assasination?
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.
Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Higher ticket count for certain kits?

Post by Cassius »

No I feel tickets should only represent lives and thats it. Assets are restricted by avaiability. You should win a game because you used your assets to the full effect, not because you managed to hunt down high cost items, oftentimes someplace where they arent even impacting the game.
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ShockUnitBlack
Posts: 2100
Joined: 2010-01-27 20:59

Re: Higher ticket count for certain kits?

Post by ShockUnitBlack »

Maybe for HAT, AA, Combat Engineer, and Sniper to promote careful use of them, but definitely not for the other ones. There shouldn't be a penalty for an SL bringing an Officer Kit, especially when that's exactly what he should be doing.

Also, targets like Medic and Officer should inherently be - and already are - priority targets; they don't need to be made artificially so.
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SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Higher ticket count for certain kits?

Post by SGT.Ice »

The points for pilots is an interesting idea. Creates more scenarios.
KiloJules
Posts: 792
Joined: 2011-03-17 18:03

Re: Higher ticket count for certain kits?

Post by KiloJules »

Since we are debating tickets for wounding/killing enemies...

Problem I see is that the ticket represents "lifes or the cost" of men. Is an AR dude not just a grunt that is trained a bit more on the SAW? Why would he be worth double than a normal dude?

If anything all the ticket costs needed to be revamped...maybe sth. around these lines.

- going down: 1 t (for ticket)
- giving up: 2 t (as someone being killed is worth than being wounded...)

Now if we would add more tickets to some kits I think this should only be applied to dying as this would represent loosing the weapon and knowledge of the guy (permanently). If it would be integrated otherwise I would like to see it on COs, SLs and Snipers (they probably get more training and cost more resources). But then again, a medic probably had some intense training aswell. So we would need some sort of a chart - like:

Kit | Wounded | Dead

Rifle | 1 | 2
SL | 1 | 3
AR | 1 | 3
Medic | 1 | 3
AT/AP | 1 | 3
Spec | 1 | 3
Marks | 1 | 3
HAT | 1 | 4
AA | 1 | 4
Engi | 1 | 4
Sniper | 1 | 5

Crew | 1 | 4
Pilot | 1 | 4

Now get rid of the KDR but show the lost and taken tickets instead. A SL that goes in first all the time might die more often but also should kill/wound some more. Someone taking down a tank but going down on his way back still has done something useful that should be represented somehow.

---

After typing all this and realizing how awefully complicated this would be I have to say:

I DO NOT SUPPPORT THE IDEA!

except the show the tickets instead of KDR-idea...that would be good anyway I think (not trying to derail, just saying!)
spiked_rye
Posts: 118
Joined: 2011-01-21 12:32

Re: Higher ticket count for certain kits?

Post by spiked_rye »

KiloJules wrote:Since we are debating tickets for wounding/killing enemies...

Problem I see is that the ticket represents "lifes or the cost" of men. Is an AR dude not just a grunt that is trained a bit more on the SAW? Why would he be worth double than a normal dude?

If anything all the ticket costs needed to be revamped...maybe sth. around these lines.

- going down: 1 t (for ticket)
- giving up: 2 t (as someone being killed is worth than being wounded...)

we would need some sort of a chart - like:

Kit | Wounded | Dead

Rifle | 1 | 2
SL | 1 | 3
AR | 1 | 3
Medic | 1 | 3
AT/AP | 1 | 3
Spec | 1 | 3
Marks | 1 | 3
HAT | 1 | 4
AA | 1 | 4
Engi | 1 | 4
Sniper | 1 | 5

Crew | 1 | 4
Pilot | 1 | 4

---

After typing all this and realizing how awefully complicated this would be I have to say:

I DO NOT SUPPPORT THE IDEA!

except the show the tickets instead of KDR-idea...that would be good anyway I think (not trying to derail, just saying!)
That's not complicated, wounding anyone is worth 1 ticket, killing them is worth an ammount based on how important their kit is. Also it punishes loanwolfing because you won't get the revive, and you probly have a sniper or engi kit.

EDIT: I'd also change the ticket values
Last edited by spiked_rye on 2012-02-02 20:00, edited 3 times in total.
spiked_rye
Posts: 118
Joined: 2011-01-21 12:32

Re: Higher ticket count for certain kits?

Post by spiked_rye »

I'd also change the numbers thus:

Kits every Squad should have:
Rifleman | 1 | 1

SL | 1 | 2
AR | 1 | 2
Medic | 1 | 2


Kits squads (depending on map and mode) more often need:
LAT | 1 | 3
AP | 1 | 3
Specalist | 1 | 3
Grenedier | 1 | 3


Kits squads more rarely use / are more limited:
Marksman | 1 | 4
HAT | 1 | 4
AA | 1 | 4


Kits which are very specialised and favoured by lone wolves:
Engi | 1 | 5
Sniper | 1 | 5


Vehicle kits:
Crew | 1 | 4
Pilot | 1 | 4
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Higher ticket count for certain kits?

Post by rushn »

officer should be 4 or 5 I think
Cassius
Posts: 3958
Joined: 2008-04-14 17:37

Re: Higher ticket count for certain kits?

Post by Cassius »

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Kits are limited by avaiability, so are assets. In Tabletopgames and the such you get points for destroying high cost items. In Strategy Games a la starcraft more powerfull units cost more resources. But in the end you have more freedom to allocate cost and resources.

PR is trying to reflect more RL, where you use what is avaiable to you, torwards an determined objective. Adding points and such would make the experience more gamey, where one guy feels its best to stay away from the flags and sneak up on high cost objectives, while the other guy who wants to take an objective tries to get support in vain from that same guy in vain. The game objective wont be as clear and as conflicting ideas roam the battlefield and players play distinctively different because of it, gameplay will detoriate, it already has.

Its a case of keep it simple imo.
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spiked_rye
Posts: 118
Joined: 2011-01-21 12:32

Re: Higher ticket count for certain kits?

Post by spiked_rye »

But IRL kit isn't just taken out on a whim, you cna't just swipe a stinger missile, or a heap of claymores and take them with you (I would hope anyhow). The value of equipment and where it's needed usually dictates where it is sent, and gear lost in combat is often gone forever. In contrast to this, the PR commander has no real control over kit assignment, and limited kits return to the pool after 5 or 10 minutes, so the limited kits are still very accessable.

Also ticket cost is assigned to vehicles based on thier percieved value in addition to increased spawn times, so I think kits should be the same.

TBH I very much doubt there would be a noticable difference to the player on the ground, the difference would be felt at the end of a round where teams with active medics and concervative tactics would lose fewer kits, and be more likely to win against teams with many lonewolves and that use suicidally agressive tactics.
Himalde
Posts: 236
Joined: 2007-10-02 06:37

Re: Higher ticket count for certain kits?

Post by Himalde »

Just doesn't see the point, it wont change the game. You'll still kill the medic first if you can choose.

Those that know how to play use the kits correct now. Those who do thier own thing, will still do their own thing, regardless of ticket loss.
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chrisweb89
Posts: 972
Joined: 2008-06-16 05:08

Re: Higher ticket count for certain kits?

Post by chrisweb89 »

The two kits that should have ticket costs are HAT and AA, they can take out 10 ticket assets, with only a 1 or 2 ticket loss, and the kit can be kept alive forever by jack in the boxing. Thats just my 5 second take without reading.
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