Even more teamwork

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Heydude235
Posts: 442
Joined: 2005-11-04 00:54

Even more teamwork

Post by Heydude235 »

I a little tired so this idea might be pointless. I think the team with more teamwork should win. I say the team with less squads there ticket should drop faster when they are dropping. Forcing people to work in squads. :grin:
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Cerberus
Posts: 2727
Joined: 2005-11-15 22:24

Post by Cerberus »

Never
Last edited by Cerberus on 2005-11-28 06:36, edited 1 time in total.
"Practice proves more than theory, in any case."

- Abraham Lincoln


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Beckwith
Posts: 1341
Joined: 2005-03-25 17:00

Post by Beckwith »

.....yea...... you need to get some sleep...
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Armand61685
Posts: 427
Joined: 2005-05-06 09:14

Post by Armand61685 »

nah that's not realistic. Their failure to win should be attributed to their lack of teamwork. Just make it so that people who are in the vicinity of a squad leader get more stamina and better accuracy--i dont know how this can be done, but it sounds awesome.
Heydude235
Posts: 442
Joined: 2005-11-04 00:54

Post by Heydude235 »

Well na maybe jsut i need to go to bed goodnight
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Deagle
Posts: 153
Joined: 2004-10-28 09:10

Post by Deagle »

I'm not too keen on this idea. Granted, the thought behind it is a good one, but way in which it could be implemented could be better thought out. You would in essence be punishing the rest of the team, for the actions of one or two guys suffering from the id10t syndrome.

I've lost count of the number of times I've been giving it everything on the servers, to have two or three idiots stuff it up for everyone else.
phlerp
Posts: 26
Joined: 2005-11-28 00:39

Post by phlerp »

Being part of a squad doesn't ensure teamwork, and being close to other player is definitely not a sure sign of teamwork. Reporting a sighted enemy is in my opinion a sort of teamwork and doesn't require me being close to any troops on my team.
dawdler
Posts: 604
Joined: 2005-11-13 14:45

Post by dawdler »

A little to harsh, yes. Here is a better idea: Simply increase score for squad behaviour.

If you cap a flag and your squadleader is nearby: x2 score + 1 for each squadmember present (including the squadleader). If the squadleader is within 100m but not in cap range, he recieves regular cap points. Squadmembers only get +1 per squadmember in range.
If you scored a kill assist and the killer is in your squad: x4 score (since it doesnt happen that often, doesnt give much base score but is basicly the best "work together" show there is).
Flag defense by anyone in your squad: Squadleader recieves x2 points (of FD score).

Can probably figure out more bonuses like the above.

Plus as a real bonus: A maximum of 60 free teamwork points per game hour, ticking up every full minute you have stayed within your squadleaders reach (say 100 meters). Squadleader gets a 15% of the total minute score at the end of the round, ie he will get more "free" score than a squadmember IF the squad is big and everyone stick together. Score per minute calculated like this: If you enter the zone, a counter ticks up. For each minute, +1 score. If you move outside, there is a 20 sec cooldown (previous second count still remembered). After that, count resets to 0 and you have to enter the zone again.

I dont know if the SL zone is possible, but the bonus activities should be.
GABBA
Posts: 633
Joined: 2005-05-16 16:00

Post by GABBA »

I reckon you should get "bonus" pionts for working in a team. You get a few pionts every two minutes or so......But then you'll just get people jioning a squad and will not want to dao anything...

Forget that idea. 8(
"Incoming fire has the rigth of way"...........

"never share a foxhole with anyone braver than you are"
Heydude235
Posts: 442
Joined: 2005-11-04 00:54

Post by Heydude235 »

How about you have to join a squad before you get to pick a kit. Force people to join squad. This might help teamwork a little.
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BrokenArrow
Retired PR Developer
Posts: 3071
Joined: 2005-06-07 18:54

Post by BrokenArrow »

haha or destroy it, if theres a lone wolf playing ill give him some room and let him go ahead. once the gunfire starts (and quickly stops) my squad will know when to be ready. hell who needs a commander when you have a toughguy bullet magnet ramboing in ahead of you?

almost forgot to add my main argument :) .

someone who doesnt want to be in a suad, is a waste of a slot in that squad, im not sure if the number of people in a squad can be changed, and if it cant all 6 of those positions are needed. having one squadmate who doesnt want to be there could mess things up.
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Heydude235
Posts: 442
Joined: 2005-11-04 00:54

Post by Heydude235 »

Well even if the number in a squad could change i think it should stay 6. This was a wasted thread anyways.
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