Allow rally points to be placed on friendly flags

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Apheirox
Posts: 290
Joined: 2005-11-13 07:21

Allow rally points to be placed on friendly flags

Post by Apheirox »

In real life warfare, defending a position is much easier than taking one. By allowing rally points to be placed on friendly flags, making them easier to defend, PR can better reflect this.

This change makes perfect sense. When you have taken a strategic position like a capture point is you would naturally move up supplies (limited kits). These would not be left out in the forest (rally point). It makes little sense that you have to have to leave a bunker or building complex like a CP typically is - a natural place to store munitions - and head out in the desert to pick up a machinegun. For this reason, what often happens is you have the attacking team using limited kits while the defenders are limited to defaults. That is simply wrong and unrealistic.

Some are going to say now that this would make flags too easy to defend. I disagree. First off, defending should be easier than attacking as already described. The way it is now, the attackers in fact have the upper hand, both because of their limited kits but also because it is very easy for a attacking squad leader to stay alive whereas the defending SL is going to be in grave danger. Secondly, the change is really a minimal one since a squad leader defending should stay hidden anyway so the squad can keep spawning in so you have the spawn point inside the CP anyway. The only real difference is that the defenders will be able to get kits.
eggman
Retired PR Developer
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Post by eggman »

No.

CP defences are bunkers, which provide access to limited kits and are quite obvious for the attacker to locate and destroy (avoiding spawn camping as one of the CP capture dynamics).

Rally Points are a game play element intended to support squad level activities, be they offencive or defensive. You just have some terrain to cross when defending an objective from a Rally Point alone, which is how we want it.
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Outlawz7
Retired PR Developer
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Post by Outlawz7 »

Tsk, tsk, forgot about teh bunkers, eh :p
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Apheirox
Posts: 290
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Post by Apheirox »

Fair enough. How about allowing for more bunkers, then? They are a great addition to gameplay. I would like to see them used more. One bunker for every three flags you hold is not much. That allows you to defend one CP properly when you typically are tasked with defending two. Maybe change the rule so that you can always have at least two bunkers, and never more more than one bunker at a flag? There are plenty of ways to balance this: More fragile bunkers, bunkers taking longer to construct, bunkers self-destructing when flag gets neutralized/captured...
Outlawz7
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Post by Outlawz7 »

How about bunkers without a spawn point and a mounted MG or something similar to Firebase?
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Apheirox
Posts: 290
Joined: 2005-11-13 07:21

Post by Apheirox »

Perhaps, but those should not count towards the spawn bunker count.
eggman
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Post by eggman »

We'll evaluate the commander asset rules through the lifecycle of v0.6 and adjust as needed in future server releases.
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Tartantyco
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Joined: 2006-10-21 14:11

Post by Tartantyco »

-By the way, the spawn bug for commander assets, is it being fixed? I can rarely spawn on those things.
El_Vikingo
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Post by El_Vikingo »

Spam "enter"
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fuzzhead
Retired PR Developer
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Post by fuzzhead »

i believe its one bunker per CP, which is plenty IMO
dbzao
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Post by dbzao »

nah, it's one bunker per 2 CPs. At least it should be...
Apheirox
Posts: 290
Joined: 2005-11-13 07:21

Post by Apheirox »

One bunker per three, which tranlates into 'almost always no more than one'.

I feel certain a minimum of two, probably along with some of the nerfs I mentioned, would do the game good.
Last edited by Apheirox on 2007-07-02 03:47, edited 1 time in total.
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