Remove time and tickets bleeding

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=Romagnolo=
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Remove time and tickets bleeding

Post by =Romagnolo= »

One of the biggest causes of vanillation is the hurry, and it is caused because the players need to run against the time or/and the ticket bleeding. My suggestion is remove these 2 factors so the players (commanders and SL) can have time to make a plan and tatics.

What do you think about it ?
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Determined
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Post by Determined »

=Romagnolo= wrote:One of the biggest causes of vanillation is the hurry, and it is caused because the players need to run against the time or/and the ticket bleeding. My suggestion is remove these 2 factors so the players (commanders and SL) can have time to make a plan and tatics.

What do you think about it ?

Yikes...... I feel the exact opposite. I think since there is no bleed that most teams are content to just frag it out instead of pushing for the next set of flags. No bleed creates no need to push. Hell why have flags at all then? Lets just have two mains and go at it in the middle. Let the victor be the one who frags the most? I hate to tell you bud, but I rarely ever see a bleed on any map.
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<<SpanishSurfer>>
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Post by <<SpanishSurfer>> »

So, what would be the incentive to capture and hold flags? I say leave the ticket bleed and let time be a server side option. Like it is.
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fuzzhead
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Post by fuzzhead »

I agree =Romagnolo=, and in fact, most servers are already like this.

On most maps there is only a ticket bleed once a team is pushed back to their final CP.

As well, the default setting in PR is to have no time limit.

I disagree with ticket bleed I think a ticket bleed forces players into a constant state of mindless attacking, which I think is bad for gameplay. We already have very little players defending positions we dont need even LESS incentive to defend.
Determined
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Post by Determined »

I hate time limits... particularly of the 30 minute variety. Granted 1 1/2 hour rounds can be a bit brutal, I would say set a 60 minute time limit if you absolutely must have one.
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Determined
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Post by Determined »

'[R-DEV wrote:fuzzhead']I agree =Romagnolo=, and in fact, most servers are already like this.

On most maps there is only a ticket bleed once a team is pushed back to their final CP.

As well, the default setting in PR is to have no time limit.

I disagree with ticket bleed I think a ticket bleed forces players into a constant state of mindless attacking, which I think is bad for gameplay. We already have very little players defending positions we dont need even LESS incentive to defend.
Well what is the middle ground? Hell with no bleed US never needs to capture a flag on Al Basrah to win the round. What incentive do they have for trying? A bleed would force the US to capture at least a CERTAIN amount of flags. Then it would be wise for you to defend them so you don't drop back into the bleed.
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Post by Determined »

Seems like your comparing apples and oranges here. What you want is an objective/scenario mode. That way there is no bleed but the flags/assets are what makes you or breaks you. So you would do well to defend them. AAS2 is what it is. An attack and hold type of game. You can't make it into something its not. It needs a bleed.
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Wasteland
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Post by Wasteland »

You need ticket bleed. Without spawning at CPs, what else is the point of having them? A ticket bleed encourages squads to attack and defend, instead of just going around looking for kills.
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luizinhuu
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Post by luizinhuu »

i think the tickets should stay, but not visible. then you'd only now you're going out of reinforcements by the siren! or only visible to the commander, not sure..
i think this would help on the constant hurry people have when playing
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=Romagnolo=
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Post by =Romagnolo= »

hum... it's true... you are right guys, the teams need an incentive to attack and conquer the flags.

But about the time, it should be as Determined said.

I created this topic because in some games, when the battle is its best moments, the round ends. It's really sucks. Or when a new game starts and everyone starts run away like crazy ******* !
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
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=Romagnolo=
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Post by =Romagnolo= »

luizinhuu wrote:i think the tickets should stay, but not visible.

nice idea ! :-o
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
eggman
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Post by eggman »

I think Bleed is important, but definitely over used. It should be used to incent team to achieve specific objectives and to accellerate the end of a round for a team that has clearly lost the round.

But having it be part of all maps and situations is, imo, over the top.

I much prefer that tickets only bleed when players do. It gives an option to inflict casualties on an enemy and bleed their tickets while they mindlessly attack.
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Determined
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Post by Determined »

=Romagnolo= wrote:hum... it's true... you are right guys, the teams need an incentive to attack and conquer the flags.

But about the time, it should be as Determined said.

I created this topic because in some games, when the battle is its best moments, the round ends. It's really sucks. Or when a new game starts and everyone starts run away like crazy ******* !

Keep in mind I think having a mode that used objectives instead of flags/bleed would be a good thing. That way people like yourself could find a gameplay style that suits you better. I mean a well thought out scenario/objective map would add nice variety to the conquest/AAS2 maps.
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00SoldierofFortune00
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Post by 00SoldierofFortune00 »

'[R-DEV wrote:fuzzhead']I agree =Romagnolo=, and in fact, most servers are already like this.

On most maps there is only a ticket bleed once a team is pushed back to their final CP.

As well, the default setting in PR is to have no time limit.

I disagree with ticket bleed I think a ticket bleed forces players into a constant state of mindless attacking, which I think is bad for gameplay. We already have very little players defending positions we dont need even LESS incentive to defend.
I agree. And these servers with time limits and low respawn times are killin me. What is the point of that if this game is suppose to be about realism and anti-vanilla?

And I think 60 minute time limits should be the minimum if there has to be one at all. I would really like to have non though because it makes for very epic battles where SLs do not have to rush at all to get things done.
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fuzzhead
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Post by fuzzhead »

i like the idea of ticket count only showing up when you bring up the map (less HUD).

no need to constantly be reminded if your winning or losing, it really doesn't help gameplay at all.

if you want to 'check the score' then open the map.

the commander should be the one worrying about tickets (reinforcements), not the grunts / SLs on the ground who need to worry about their immediate surroundings.
.:iGi:.U.G.H.
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Post by .:iGi:.U.G.H. »

'[R-DEV wrote:fuzzhead']i like the idea of ticket count only showing up when you bring up the map (less HUD).

no need to constantly be reminded if your winning or losing, it really doesn't help gameplay at all.

if you want to 'check the score' then open the map.

the commander should be the one worrying about tickets (reinforcements), not the grunts / SLs on the ground who need to worry about their immediate surroundings.
Yeah less hud the better. Like in Red Orchestra, that kind of info is only shown on the scoreboard.
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Aljen
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Post by Aljen »

I agree with fuzzhead + not only tickets and flags symbols, but also those small bars right under ticket numbers, which reflects how many flags your team posses.
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.:iGi:. Greg
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Post by .:iGi:. Greg »

I like the way the ticket bleed is setup now, where one team only really starts bleeding when down to their last flag.

But as for time limits, personally I do not want to play one map for hours when I come on. Time is limited so I like to play at least 2 or 3 maps if I can, otherwise it will just get boring.
Spaz
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Post by Spaz »

I think it would be cool if the mini map was a map in the inventory, us mec china and gb have a gps ( just like the mini map you gor no) and the insurgents have a normal map but you can see all team mates on it, don't know if this is posible.

It sounds good if only the commander could see the tickets, and mabey SL to.

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Deadmonkiefart
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Post by Deadmonkiefart »

=Romagnolo= wrote:One of the biggest causes of vanillation is the hurry, and it is caused because the players need to run against the time or/and the ticket bleeding. My suggestion is remove these 2 factors so the players (commanders and SL) can have time to make a plan and tatics.

What do you think about it ?
I completley disagree. It stops some people from casually walking around and lone wolfing. What would be the point of capping flags if there was no ticket bleed?
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