respawning on the sl

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leemunger
Posts: 28
Joined: 2007-03-21 20:17

respawning on the sl

Post by leemunger »

I read a couple of posts about people who would like to remove the sl respawn. How about you need 3 squad members alive to respawn on the sl. That would encourage the members to try to stay alive longer so the squad leader can set a rp, instead of spawning on the sl to set the rp.
Ironcomatose
Posts: 3471
Joined: 2007-02-21 06:07

Post by Ironcomatose »

I think thats silly.

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workingrobbie
Posts: 188
Joined: 2007-02-22 23:45

Post by workingrobbie »

ironcomatose wrote:I think thats silly.
*snorts* It's a much better suggestion then 90% of the stuff suggested recently. And it's actually not a bad idea to counter those who complain about SL spawn. I don't mind SL spawn though, so not going to support it 100% - but I think baseless accusations of "that's silly" is silly :P
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Flanker15
Posts: 266
Joined: 2007-02-23 09:37

Post by Flanker15 »

I think SL spawning is fine as it is, it helps promote team play and if it wasn't there squads would be spread out between the leader and a spawn point.
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leemunger
Posts: 28
Joined: 2007-03-21 20:17

Post by leemunger »

I think thats silly.
I think your silly.
If a squad is working well as a team then it should be no problem keeping 3 members alive at one time. My original idea was that the members be close to the sl, same as the rp. But I thought that might me a little much. The reason i was thinking 3 was because you need 3 to set a rp. If you have an rp then you could use that no matter how many are alive. I like have the sl spawn. But he shouldn't be used as a mobile spawn point.
dbzao
Retired PR Developer
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Post by dbzao »

I personally think we should remove the SL spawn someday in future releases. (my opinion, don't know about the rest of the DEVs)
Longbow*
Posts: 496
Joined: 2007-03-10 03:00

Post by Longbow* »

'[R-DEV wrote:dbzao']I personally think we should remove the SL spawn someday in future releases. (my opinion, don't know about the rest of the DEVs)
It will hurt gameplay badly , unless we will have a couple of transportation enthusiasts ( using helos\jeeps for entire round ) on each map .
Outlawz7
Retired PR Developer
Posts: 17261
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Post by Outlawz7 »

And thats wasting at least another squad on the battlefield, since they would be all driving transports around...

If there is at least one more guy alive in the squad besides SL, other could spawn on SL, if SL is alive and rest dead, then they can't. This would at least prevent SLs hiding in a hole and sending out the squadmates to kill&die, then spawn back on SL and repeat....RPs are/were bad enough for this sort of tactic..

Maybe have a SL reinforcement spawn delay?
After the squadmates die, they could either spawn at main and catch a ride back or wait another minute and spawn as a reinforcement on SL. Suggestion would be when half of the squad dies (3/6 players), they could spawn back altogether as a reinforcement OR one by one at main and get a ride to SL, as said before..
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blackeagle1992
Posts: 119
Joined: 2007-05-18 17:25

Post by blackeagle1992 »

what that sucks i like ot that way
plz dont change the sl spawn systemj cause it will be stupid you go get all the way to the combat area suddenly an airstrike blows the shit out of you or some unexppected tank and yeah it can happen too to more squad members and what hapen if u have less then 3 squad members ha?
Raic
Posts: 776
Joined: 2007-02-24 15:59

Post by Raic »

blackeagle1992 wrote:what that sucks i like ot that way
plz dont change the sl spawn systemj cause it will be stupid you go get all the way to the combat area suddenly an airstrike blows the shit out of you or some unexppected tank and yeah it can happen too to more squad members and what hapen if u have less then 3 squad members ha?
Uh, what?

Anyways, I also dont support removing the SL spawing, but i think somekind of rules need to be add to it.
Long Bow
Posts: 1100
Joined: 2007-03-21 14:41

Post by Long Bow »

I like the SL spawning. I find it keeps the squad working together. Rally points are very important for sure but the SL is paramount for a good squad. If you had to have 3 people alive plus the squad leader thats 4 people, that leaves 2 people to make an aggressive move on a position while the other 4 hold back. This encourages the squad to break up more so then having the SL hang back and have his 5 guys assualt a position. Additionaly I think having to spawn far away from your SL and spend a good deal of time getting back to him can make the game painfully slow. I know it is a bit gamey but becuase of the limitations of BF2 I think it is a necessary evil.

I'm sure that some extra rules around SL spawning could help but I don't want to see it get so complex and limited that the game turns into "Project, spawn at main base and walk 10 minutes to my SL, reality" :wink:
leemunger
Posts: 28
Joined: 2007-03-21 20:17

Post by leemunger »

If you have 3 squad members alive and your sl isn't a noob you shouldn't have to worry about spawning at the main. The rp system is there for a reason. Now if you think that having 3 members alive to respawn on the sl is asking to much from a squad then you could back it down to 2 members and the sl. I think its silly to have the "3 members need to set a rally point rule", and being able to respawn on the sl to get the 3. I like the sl respawn, and use it all the time. I just think it needs some rules, and limitations.
00SoldierofFortune00
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Post by 00SoldierofFortune00 »

What sets BF2 apart from other FPS games is that you have a leader and the spawn system actually allows you to stick with that leader. If you eliminate it, then BF2 will just be like any other FPS.
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leemunger
Posts: 28
Joined: 2007-03-21 20:17

Post by leemunger »

What sets BF2 apart from other FPS games is that you have a leader and the spawn system actually allows you to stick with that leader. If you eliminate it, then BF2 will just be like any other FPS.
Yes, but I'm not talking about total elimination of the sl respawn (please re-read the post, this time absorb it). My idea would set it away from the vbf2 tactics, which are run and gun. With my idea you would actually want to try to stay alive. Also there is a medic class sporting it's GI shock paddles.
00SoldierofFortune00
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Post by 00SoldierofFortune00 »

leemunger wrote:Yes, but I'm not talking about total elimination of the sl respawn (please re-read the post, this time absorb it). My idea would set it away from the vbf2 tactics, which are run and gun. With my idea you would actually want to try to stay alive. Also there is a medic class sporting it's GI shock paddles.
I did read and understand your whole post, but making the SL spawn more complicated is no different then making the rally point mechanics complicated. Sounds good in theory, but don't forget that this is still BF2 and the gameplay is too fast to really have this thing going on when it is already hard for the SL to stay alive. Not to mention that the perfect conditions for spawning on the SL would only happen half the time, forcing the squad to spawn on the rally point.

The only people who should haev a problem with the SL spawning is people who are lone wolves, snipers, want to be a one many army, or don't use teamwork. I think hunting down an enemy SL is half the fun.
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tupla_s
Posts: 145
Joined: 2007-05-24 17:14

Post by tupla_s »

Maybe make it so that you need to spawn in groups of 3. So you have to wait for 2 other squad members to be ready to spawn till you can spawn on squad leader all 3 at ones. If everybody else is alive you have to spawn to rallypoint or just wait till 2 others die.
00SoldierofFortune00
Posts: 2944
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Post by 00SoldierofFortune00 »

tupla_s wrote:Maybe make it so that you need to spawn in groups of 3. So you have to wait for 2 other squad members to be ready to spawn till you can spawn on squad leader all 3 at ones. If everybody else is alive you have to spawn to rallypoint or just wait till 2 others die.
This actually sounds pretty good, but it would have to be tested if even possible.
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leemunger
Posts: 28
Joined: 2007-03-21 20:17

Post by leemunger »

That still makes it so that you can spawn on the sl so set the pr. If 3 ppl in the squad are alive then the others can spawn on the sl. if less than 3 then they would have to walk or take transport to meet up with the sl. That would represent reinforcements. I under stand there are lone wolfs and snipers. The squads with lone wolfs usually don't work well as a squad anyway. In .05 squads with loan wolfs rarely laid an rp or used voip. Snipers because they are hidden away from the battle tend to live longer anyway.
{GD}Ghost
Posts: 210
Joined: 2005-09-22 06:08

Post by {GD}Ghost »

I think 00SoldierofFortune00 hit one thing squarely on the head when he mentioned that game play. There are alot of great ideas that would indeed add realism to PR's gameplay, but the one thing that hasn't been addressed yet is the pace of the game. It is still extremely fast.

I've been keeping an eye on PR since its first release and loved it even then, but there was something about the gameplay that still didn't quite feel right. Each addition to the game to make things more realistic was great (though it often took some time to get used to.) Now that it was mentioned, I realised that it is the speed at which things play out. Although the burden of realistic play is on the players, the speed of the game is still set to "run n gun".

Being that as it is, one thing being off effects everything else in the game that may be great realism features.

For example: Realistic recoil and aiming features are wonderful, but when you have players zipping across the screen at superhuman speeds, proning and jumping back up at unrealistic speeds, jumping 6' into the air with a fully loaded rucksack and none of this is affected by gravity or momentum.

If it was possible to add the effect of momentum and gravity, that would be an improvement toward slowing the game down a bit. Momentum would prevent people from going from standing still to a full sprint immediately. It takes a moment for you to gain enough forward momentum to be at a full sprint. Momentum would also effect how quickly you could change from one direction to another. IRL (in real life) you cannot run sideways shooting accurately for one nor can you stop moving sideways left and immediately run sideways right or in any direction. Momentum just doesn't allow this. I won't even get into the gravity thing where a player strafes (moves sideways) and then jumps sideways just as he clears a corner to shoot an enemy that is there. When a player can easily jump 6' into the air with a full pack, something is seriously outside of the realm of realism. Lets not even get started on the speed at which players can go prone and get back up again.

I've gotten slightly off subject, but you get the idea. The pace of the game does contribute to the functionality of some of the realistic features added. I'm not familiar with all of the limits of the engine, but something needs to be done about the movement of players in this game. THATS where we need some realism implemented. Once that is done, you'll see some of these other features start to work as intended.
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eggman
Retired PR Developer
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Post by eggman »

Yeah agreed the pace is still too vanilla and not tactical enough. Hoping that large maps help us find our way there.
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