Reality? You can't handle reality!
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3===SPECTER===3
- Posts: 831
- Joined: 2007-05-05 01:13
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Yoganator
- Posts: 34
- Joined: 2006-12-25 02:50
chew6acca wrote:I'd also make it that pilots can't cap flags.
Slow down there, pilots not being able to cap flags?? Think about it, 2 pilots in an attack helicopter (or jet) are shot up and eject, and it just so happens that they landed near an enemy base, sure its suicide, but what else do they have to do? They got a BH (APC, Jeep, etc.) on the way, and there is a base right there...
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Hides-His-Eyes
- Posts: 484
- Joined: 2007-02-06 22:36
They should wait around for rescue is what. Then maybe they'd think twice about doing dropoffs in RPG areas...Yoganator wrote:Slow down there, pilots not being able to cap flags?? Think about it, 2 pilots in an attack helicopter (or jet) are shot up and eject, and it just so happens that they landed near an enemy base, sure its suicide, but what else do they have to do? They got a BH (APC, Jeep, etc.) on the way, and there is a base right there...
The third "never again" in a hundred years
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eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
no.chew6acca wrote:So... it'll be fixed in 0.6?
we'll evaluate SL spawning as we go forward, but we tested with it removed and it was very bad for squad cohesion.
as for your other ideas.. well.. just.... no. Don't like the ideas.
I'd also like to move away from "conquest" style game modes and see if we can't get something a little less jaded working well.
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OkitaMakoto
- Retired PR Developer
- Posts: 9368
- Joined: 2006-05-25 20:57
chew6acca wrote:I am suggesting that flags be very tough to capture behind enemy lines - and you can't teleport in reinforcements!
How does that lead to flag hopping?
because the team who is getting a point behind them stolen will have to turn around and lollygag it back to the point they took 20 minutes ago, and then go to another one that was being "slowly taken" doesnt matter how slow or fast:
it would still lick my nuts. (and thats bad if you're python coding)
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chew6acca
- Posts: 18
- Joined: 2006-01-04 17:35
Can this be deployed anywhere?the Commander must first establish a Command Post.
What does it look like?
If wrecked then no further building is possible?
do these always appear at the main base?Commanders can request a single support truck every 10 minutes.
Then you drive it out to where the bunker or firebase is to be built?
\0/ good idea!Commanders now have the ability to place 'bunkers' which will act as a spawn point / kit request for the entire team.
What do these look like?Firebases act as a spawn point for the entire team. These can be deployed anywhere on the battlefield more than 100m from an enemy CP.
edit - just found a ss - these are slightly weird looking. I was expecting something with fixed mgs.
Is there any way to prevent them being set up behind enemy lines?
with all these spawn points is there any need for sl spawning and rally points?
Or at least make the rally points bigger - like a large tent or something...
Overall though I am very happy with the direction you guys are taking the spawn issue...
Last edited by chew6acca on 2007-07-19 00:26, edited 1 time in total.
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ArmedDrunk&Angry
- Posts: 6945
- Joined: 2006-07-14 07:10
Hubris anyone ? ? ?
chew6acca wrote:Can this be deployed anywhere?
What does it look like?
If wrecked then no further building is possible?
do these always appear at the main base?
Then you drive it out to where the bunker or firebase is to be built?
\0/ good idea!
What do these look like?
edit - just found a ss - these are slightly weird looking. I was expecting something with fixed mgs.
Is there any way to prevent them being set up behind enemy lines?
with all these spawn points is there any need for sl spawning and rally points?
Or at least make the rally points bigger - like a large tent or something...
Overall though I am very happy with the direction you guys are taking the spawn issue...![]()
Number 1..... given the response you received in POE you should have been forewarned.
Number 2 ..Originally Posted by chew6acca
So... it'll be fixed in 0.6?
Maybe it's just me and my high school level understanding of the English language but that sounds like you are saying that it is broken.
Number 3 ............... Play the Freakin game before you come here with all these WONDERFUL suggestions so aggressively pontificated.
Number 4 Overall though I am very happy with the direction you guys are taking the spawn issue...
I can't tell you how ecstatically overjoyed we all are to know that you are happy with the progress that the DEVs have made with their mod.
We are all eagerly awaiting your next brainstorm..... perhaps cold fusion ... ?
And as the windshield melts
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
My tears evaporate
Leaving only charcoal to defend.
Finally I understand the feelings of the few.
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Duke
- Retired PR Developer
- Posts: 948
- Joined: 2006-10-22 22:23
look chew6acca, heres a summary of why your ideas most probably wont be taken up by the dev team before i lock this (apologies if its just a repeat of what everyone else was saying, but you do need to get to grips with the problems of your own ideas):
Firstly,you need to realise that although spawning on the SL is by no means realistic, it is implemented for the sake of gameplay, and is used to simulate reinforcements to an area. This is not going to be changed (unless a radical new solution is devised) due to the limits available with the BF2 engine. There is no way to introduce realistic reinforcement measures with the player limit in online games. The limit of 64 players in BF2 creates a situation where the ALL spawning systems are effectively metaphors for reinforcements or a method of producing a constant supply of soldiers where in reality there would be a more or less fixed amount of soldiers available from the beginning of a particular battle (the fixed soldier amount 'metaphor' in this case is simulated by the total tickets available). So, as eggman so succinctly puts it, no its not going to happen.
Second, the idea of reintroducing the vulnerability of rear CPs to flanking attacks, whilst seemingly realistic, is actually a huge detriment to the gameplay. Needing to defend ALL your bases is something that would seep players from where theyre needed (i.e on the frontlines of AAS) back to elaborate 'whack-a-mole' situations, even with the long cap times you propose (which would actually be less effective than you suggest due to the increased size of most of the PR maps and thus increased travel time to any flag, especially rear flags). It would also incourage far far too many spec ops uber l33t squads, which would spend the entire game being a complete waste of manpower and reduce general team cohesion.
The main thing you need to realise is that although your small suggestions are superficially realistic, together they completely undermine the realism metaphors which PR has to use to be ultimately be more realistic within the boundries of the BF2 engine. Without these metaphors, PR would fail in its capacity as an enjoyable experience, and would probably have never made it past 0.1.
Locked.
Firstly,you need to realise that although spawning on the SL is by no means realistic, it is implemented for the sake of gameplay, and is used to simulate reinforcements to an area. This is not going to be changed (unless a radical new solution is devised) due to the limits available with the BF2 engine. There is no way to introduce realistic reinforcement measures with the player limit in online games. The limit of 64 players in BF2 creates a situation where the ALL spawning systems are effectively metaphors for reinforcements or a method of producing a constant supply of soldiers where in reality there would be a more or less fixed amount of soldiers available from the beginning of a particular battle (the fixed soldier amount 'metaphor' in this case is simulated by the total tickets available). So, as eggman so succinctly puts it, no its not going to happen.
Second, the idea of reintroducing the vulnerability of rear CPs to flanking attacks, whilst seemingly realistic, is actually a huge detriment to the gameplay. Needing to defend ALL your bases is something that would seep players from where theyre needed (i.e on the frontlines of AAS) back to elaborate 'whack-a-mole' situations, even with the long cap times you propose (which would actually be less effective than you suggest due to the increased size of most of the PR maps and thus increased travel time to any flag, especially rear flags). It would also incourage far far too many spec ops uber l33t squads, which would spend the entire game being a complete waste of manpower and reduce general team cohesion.
The main thing you need to realise is that although your small suggestions are superficially realistic, together they completely undermine the realism metaphors which PR has to use to be ultimately be more realistic within the boundries of the BF2 engine. Without these metaphors, PR would fail in its capacity as an enjoyable experience, and would probably have never made it past 0.1.
Locked.

[R-DEV]Eggman - At one point it said Realtitty which I think was a Freudian...

