Revision of reinforcement ticket system
-
SamBrev
- Posts: 32
- Joined: 2012-04-02 11:38
Revision of reinforcement ticket system
I was thinking, in AaS, the points are called REINFORCEMENT TICKETS, so when the number hits zero, you should run out of reinforcements, but the players still alive should stay alive. The game, using this system, would end when all the players finally die, and those who die while the ticket counter is on zero do not respawn. It makes it much much more realistic, and I think it has potential. What do you guys think?
Finally a game with GB in it. Last time we were in a war game we were OpFor.
-
lucky14
- Posts: 149
- Joined: 2008-06-20 17:28
Re: Revision of reinforcement ticket system
First problem: What if you get a lonewolf that sits in the middle of no where? Would the winning team have to search the entire map for that guy, or would there be some sort of limit to your idea?SamBrev wrote:I was thinking, in AaS, the points are called REINFORCEMENT TICKETS, so when the number hits zero, you should run out of reinforcements, but the players still alive should stay alive. The game, using this system, would end when all the players finally die, and those who die while the ticket counter is on zero do not respawn. It makes it much much more realistic, and I think it has potential. What do you guys think?
-
Murphy
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: Revision of reinforcement ticket system
Waiting while your last teammate is hunted down and wiped out sounds like a server killer. With people wanting to change the ticket bleed system claiming it kills servers when one team is capped out and unable to spawn, how do you think this suggestion would help? It would only make it worse, much much worse. Think back to your Counter Strike days (for those who have payed it), remember all those rounds with 1 vs 5 where you're dead and have to watch the last player camp his corner until either the timer runs out or the enemy finds him? Now apply that to maps which are way way larger, and what you will probably end up with is one guy way out in the middle of nowhere with the entire enemy looking for him with his team sits there looking at the spawn menu unable to do anything but wait.
I don't mean to sound offensive but the idea is downright horrible.
I don't mean to sound offensive but the idea is downright horrible.

-
ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: Revision of reinforcement ticket system
What Murphy said.
-
doop-de-doo
- Posts: 827
- Joined: 2009-02-27 12:50
Re: Revision of reinforcement ticket system
As much as I applaud your intention to improve PR, I don't believe this specific idea would be such a great one.
First, rounds lasting to the last man will kill server population.
Second, boredom breeds restlessness and disruptive behavior: You will end up with friendlies willingly giving away remaining friendly units' positions so the game will end faster. If players are kicked or banned for that kind of behavior, server player base will be reduced.
First, rounds lasting to the last man will kill server population.
Second, boredom breeds restlessness and disruptive behavior: You will end up with friendlies willingly giving away remaining friendly units' positions so the game will end faster. If players are kicked or banned for that kind of behavior, server player base will be reduced.
-
Wakain
- Posts: 1159
- Joined: 2009-11-23 21:58
Re: Revision of reinforcement ticket system
reinforcement tickets running out represents a certain number of casualties being had which makes the losing team decide to initiate a "strategic" withdrawal and thus cede the battlefield to the winner.
having to root out last pockets of resistance seems nice, a boost of tension for the losing team but after a while indeed, as has been noted above already, will end up as a frustrating search over a terrain as large as 4km on some maps (more than that with pr:f
) for that last troll of a player who'd rather wander or sit perfectly still than actively engage and thus seal his fate. a timer could solve this issue though.
having to root out last pockets of resistance seems nice, a boost of tension for the losing team but after a while indeed, as has been noted above already, will end up as a frustrating search over a terrain as large as 4km on some maps (more than that with pr:f
-
Rhino
- Retired PR Developer
- Posts: 47909
- Joined: 2005-12-13 20:00
Re: Revision of reinforcement ticket system
Its not going to happen, for the same reason why we added in a heavy ticket bleed on the capped out team, when there flags are fully capped out as like other says, back in the day when we didn't have that, and had the vBF2 style of "hunting enemies alive down", sucked and would empty a server, as it would just be some sniper hiding out in a bush, with all his dead team mates telling the enemy where he was so they could hunt him down and kill him faster so they can move to the next map...
locked.
locked.

