]CIA[ Projekt Indigo (North America)

Player feedback for all Project Reality: Battlefield 2 servers.
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

]CIA[ Projekt Indigo (North America)

Post by Acemantura »

]CIA[ Projekt Indigo
Server Name: ]CIA[ Projekt Indigo

Server Size: 64 until 1.0

Server Location: Kansas City, Missouri, United States

Map Rotation: All Maps, preferential to Infantry layers

Server Admin(s): Acemantura,

Smart Balance: Enabled with 2 player threshold

Battlerecorder: Disabled, but coming soon

BF2 VOIP: Enabled

Log streaming: Yes PBBans and GGC
Image

GGC (96714) Project Indigo

Team Kill Auto Kick/Ban: no

Squadless Kick: enabled (1 MINUTE!!!)

Reserved Slots: None yet, but we might soon, only for admins)

High Ping Kick: Never

Ban Appeals Forum Link: Choose "Project Indigo Ban Appeal"

TeamSpeak/Ventrillo/Mumble Server: Mumble Mandatory
[url=ts3server://74.91.30.42]]CIA[ Teamspeak, Join Projekt Indigo[/url]

Admin Xfire: SyntheticCoyote, Acemantura, FatalWaffles

Server Website: CIAGaming.org/Indigo

Server Rules: ]CIA[ Projekt Indigo Rules
L4gi
Posts: 2101
Joined: 2008-09-19 21:41

Post by L4gi »

Sooo many rules...

Regardless, good luck with your second server! Will it be hosted on the same box as the other CIA server?
FatalWaffles
Posts: 305
Joined: 2012-08-27 07:12

Re: ]CIA[ Projekt Indigo (North America)

Post by FatalWaffles »

Yes, its hosted on the same box.
]CIA[ Gaming Community Officer

SyntheticCoyote
Posts: 584
Joined: 2009-10-20 20:47

Re: ]CIA[ Projekt Indigo (North America)

Post by SyntheticCoyote »

The rules are meant to enforce teamwork based gameplay. That is the point.
]CIA[ Gaming Director
[url=ts3.ciagaming.org]CIA GAMING TEAMSPEAK[/url]
Visit us at http://www.ciagaming.org
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: ]CIA[ Projekt Indigo (North America)

Post by Acemantura »

L4gi wrote:Sooo many rules...

Regardless, good luck with your second server! Will it be hosted on the same box as the other CIA server?
The rules are a work in progress.

What is there is a rough draft of what our admins wanted from this server.

We will be whittling them down as we go.
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: ]CIA[ Projekt Indigo (North America)

Post by Pronck »

Why mostly infantry layers?
We are staying up!
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Mineral
Retired PR Developer
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Location: Belgium

Re: ]CIA[ Projekt Indigo (North America)

Post by Mineral »

the day cia disables VOIP will be a good day :D


good mindset and good rules. Good luck!
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Psyrus
Retired PR Developer
Posts: 3841
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Re: ]CIA[ Projekt Indigo (North America)

Post by Psyrus »

Is it meant to be no squads @ 2:30 or 1:30?
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: ]CIA[ Projekt Indigo (North America)

Post by sweedensniiperr »

Looks good if there's strict admins enforcing the rules. But what about following orders?
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Souls Of Mischief
Posts: 2391
Joined: 2008-05-04 00:44

Re: ]CIA[ Projekt Indigo (North America)

Post by Souls Of Mischief »

GP_MineralWouter wrote:the day cia disables VOIP will be a good day :D


good mindset and good rules. Good luck!
No, it'll be a shitty day.
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: ]CIA[ Projekt Indigo (North America)

Post by Pronck »

Souls Of Mischief wrote:No, it'll be a shitty day.
Wow I didn't knew there were still people who believe that BF2:VOIP is better than PR:Mumble :shock: .

Anyway , the rules say you can't lock your squad at all. I find this very irritating , because it basically means that you will get 6 man CAS squads since people will keep on joining your squad because you can't lock it. And even if you kick them they'll come back. I find the rules on Kokan and Hookers about this better , at least if you didn't change them.

So maybe it's an idea to check the rules for things that could be better.
We are staying up!
nAyo
Posts: 571
Joined: 2008-10-29 22:07

Re: ]CIA[ Projekt Indigo (North America)

Post by nAyo »

Good luck with it!
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"I, for one, am not a dictator. I'm the Supreme Leader" - Master
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: ]CIA[ Projekt Indigo (North America)

Post by sweedensniiperr »

B.Pronk(NL) wrote:because it basically means that you will get 6 man CAS squads since people will keep on joining your squad because you can't lock it. And even if you kick them they'll come back.
Rule 1.e wrote:Squad up, no lone wolves, play with your team
If admins are strict I don't see a problem.
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Souls Of Mischief
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Joined: 2008-05-04 00:44

Re: ]CIA[ Projekt Indigo (North America)

Post by Souls Of Mischief »

B.Pronk(NL) wrote:Wow I didn't knew there were still people who believe that BF2:VOIP is better than PR:Mumble :shock: .
When did I say that? That's right, I didn't.
Psyrus
Retired PR Developer
Posts: 3841
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Re: ]CIA[ Projekt Indigo (North America)

Post by Psyrus »

B.Pronk(NL) wrote:Anyway , the rules say you can't lock your squad at all. I find this very irritating , because it basically means that you will get 6 man CAS squads since people will keep on joining your squad because you can't lock it. And even if you kick them they'll come back. I find the rules on Kokan and Hookers about this better , at least if you didn't change them.

So maybe it's an idea to check the rules for things that could be better.
Actually the Australian BigD server has/had the same rule, and it worked really well, at least when I played there. Remember, each time you get kicked from a squad and have to rejoin, you lose your ability to get special kits [not only spawn-screen kits, but also no requests for 2 minutes] so players learn quickly that it's a privilege being in the squad, not a right. It also means that you're far less likely to end up with 3x2man locked squads who are decidedly useless. At least, that was my experience with it.
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: ]CIA[ Projekt Indigo (North America)

Post by Acemantura »

GP_MineralWouter wrote:the day cia disables VOIP will be a good day :D

good mindset and good rules. Good luck!
We can't disable voip until Mumble is a surefire method of communication. Until 1.0 we cant do very much.

[quote=""'[R-CON"]Psyrus;1867688']Is it meant to be no squads @ 2:30 or 1:30?[/quote]
Actually, its meant to be 2:30 when the start timer is 4 minutes. We can't do it, and many other cool things, unless we password the server.

BTW it is supposed to be 1:30 without a password.

[quote="sweedensniiperr""]Looks good if there's strict admins enforcing the rules. But what about following orders?[/quote]
I'm not sure what you mean. Explain.
B.Pronk(NL) wrote:Anyway , the rules say you can't lock your squad at all. I find this very irritating , because it basically means that you will get 6 man CAS squads since people will keep on joining your squad because you can't lock it. And even if you kick them they'll come back. I find the rules on Kokan and Hookers about this better , at least if you didn't change them.

So maybe it's an idea to check the rules for things that could be better.
If you have a problem with a person, report them.
'[R-CON wrote:Psyrus;1867733']Actually the Australian BigD server has/had the same rule, and it worked really well, at least when I played there. Remember, each time you get kicked from a squad and have to rejoin, you lose your ability to get special kits [not only spawn-screen kits, but also no requests for 2 minutes] so players learn quickly that it's a privilege being in the squad, not a right. It also means that you're far less likely to end up with 3x2man locked squads who are decidedly useless. At least, that was my experience with it.
The 3 squads of 2 is one of the reasons why we dont want want locked squads. That plus the 1 minute timer isnt very forgiving when you need to get sorted out.

Also, we are trying for mostly infantry maps because the gameplay is far more concentrated. Last night I had the most fun round of Silent eagle that I have had in such a long time because it wasn't just 1 squad of infantry on each team waiting to die from heavy assets.

Oh man, we were flanking, suppressing, coordination was through the roof and we didn't have any deutschebags waiting at main for their assets. It was pure, concentrated fun.

And Im sorry if.I didn't get to everyones points, im on my phone.

We're trying again today, we hope to see the community there.
Last edited by Acemantura on 2013-02-22 16:32, edited 3 times in total.
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: ]CIA[ Projekt Indigo (North America)

Post by Anderson29 »

Acemantura wrote:
Also, we are trying for mostly infantry maps because the gameplay is far more concentrated. Last night I had the most fun round of Silent eagle that I have had in such a long time because it wasn't just 1 squad of infantry on each team waiting to die from heavy assets.

Oh man, we were flanking, suppressing, coordination was through the roof and we didn't have any deutschebags waiting at main for their assets. It was pure, concentrated fun.
man, i have been asking for this for a long time......great idea....hell the infantry layers still get trans trucks, humves, trans helos and in some cases i think they get apcs.....i dont see why this didnt catch on earlier. this might make me neglect my school work.
in-game name : Anderson2981
steam : Anderson2981
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: ]CIA[ Projekt Indigo (North America)

Post by Acemantura »

:)

Smiles all around

Cheers, we hope to see you tonight.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: ]CIA[ Projekt Indigo (North America)

Post by sweedensniiperr »

Acemantura wrote:Explain.
Will there be a rule about following orders?
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Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: ]CIA[ Projekt Indigo (North America)

Post by Acemantura »

sweedensniiperr wrote:Will there be a rule about following orders?
Currently it is only implicit.

I will update the rules later today (even though I already did not 20 minutes ago) to reflect the explicit nature of the chain of command.
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