Remove Squad Leader spawn point

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Post by ReaperMAC »

leemunger wrote:Ouch complete remove of SL spawn? You want us to quit cold turkey. https://www.realitymod.com/forum/showthread.php?t=21553&highlight=respawning
A suggestion I had once upon a time. It would require 3 squad members alive to respawn on the sl.
Wow, I don't know how I missed that. I think that is an interesting suggestion.
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Outlawz7
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Post by Outlawz7 »

I rather like the limited SL and RP spawn, becuase IRL; squads dont have 6 people max and armies dont consist of 32 people.

How about 3 spawns on SL per SM; which would simulate about 18 people, then when you use them up, spawn on RP/bunker/main and wait for others.

Of course removing them might be easier from coding aspect :p
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Leo
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Post by Leo »

But in RL reinforcements do come in at the main base, not in the middle of a firefight.
Outlawz7
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Post by Outlawz7 »

In a firefight, you dont have just 6 people to attack with
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Tartantyco
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Post by Tartantyco »

Outlawz wrote:In a firefight, you dont have just 6 people to attack with
-Neither do you have just six people attackinging you so your point is somewhat... pointless. Yes, there are fewer people in PR firefights than IRL but there are fewer people on both sides so this is not an arguement.
blud
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Post by blud »

Personally what I enjoy about PR is the fighting, not the walking, or waiting for vehicles and then the driving. Removing SL spawning, or removing SL spawning AND RP's like someone suggested, would mean that most of the time you would be walking or waiting or traveling, and rarely fighting. It would kill the game for me anyhow.
Tartantyco
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Post by Tartantyco »

'[T wrote:BludShoT']Personally what I enjoy about PR is the fighting, not the walking, or waiting for vehicles and then the driving. Removing SL spawning, or removing SL spawning AND RP's like someone suggested, would mean that most of the time you would be walking or waiting or traveling, and rarely fighting. It would kill the game for me anyhow.
-Hey, that's reality for you... If you want to run around shooting people then play vBF2, the name of this mod is Project Reality.
Top_Cat_AxJnAt
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Post by Top_Cat_AxJnAt »

PLease note BOLD:
'[R-DEV wrote:Jaymz']That said, I really think SL spawning makes things far too spammy (see gazz's first sentence) and ruins great maps like Mestia and Bi Ming
.

You are totaly correct. But squad leader spwns make many other mediocar and even the few poor maps still left in PR, playable.

Therefore squad leader spwn is not needed on great maps but is needed on poor map.

For this reason i believe Squad leader spwns should be removedd when all the poor maps from PR have also been removed. I would hope this would be by 0.7 becuase there are enough great maps in production and alreadymade to replace all the quite simply uterly inappropriate maps in the 0.6 version at the mo.

For those unsure what these poor maps are, here is a list of some that i believe fit the bill and i am sure you will agree with a few of them:

Desert Storm (previously Al Fallujah)
Al Kufrah Oilfield
Hills of Hamgyong
TroyMcClure
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Joined: 2007-03-05 13:06

Post by TroyMcClure »

All pros reasons are very interesting, I love the use of transport veichles to move fast troops and to reach key areas of the map, here in 0.6 transport veichles are more valued than in 0.5 but the important role of trans is not reached yet, imo.
I agree to remove SL spawn.
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onix-barn
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Post by onix-barn »

i would LOVE it, i wouldn't mind both spawns (SL and RP) being taken out - providing issues that arise by taking these spawns out are addressed:

- squad level spawnable transports (at mains) like humvees (depending on the map, but definitely on the bigger (kashan) style maps)

- some way to coordinate dedicated transport: this is key, because you know as soon as the player base understands the new spawn dynamic opposing squads will be encouraged NOT to destroy each others transport vehicles. Why? because they will know the attacking squad they just wiped out can't spawn a new transport vehicle and get back in the fight if they don't destroy the one already spawned in the game world (this of course assumes that there is a limit to how many transports a SL can spawn at one time, but it's a reasonable assumption, otherwise maps would be spammed with transports and littered with them)

that creates the need for dedicated transport from mains to the front lines - which is AWESOME, but brings me to my point above, some way to easily coordinate transport. this is a difficult thing right now, mostly because inter-squad communication is so cumbersome. EG if you are a dedicated INF squad and need to communicate your intended destination from a main to a dedicated BlackHawk transport squad, your only means to do this is to A) have the squad leader tell the CO to tell the squad leader of the BH squad to take you where you want to go - or B) type it out, sloww style, and maybe the pilot isn't paying attention to chat spam, blah blah.

i don't really know what hardcoded limitations there are when it comes to this, as in, what the feasibility would be of being able to give squad leaders the ability to communicate with not just the CO but other squad leaders as well the way the CO can talk to all SL's or just one

-also something to take into account would be a revised role Rally Points play on the battlefield. I wouldn't want to see them go away, but what good would they be if they accomplish the same thing that a transport accomplishes (resupply) only the transport can do it better, cus you know, it's on wheels, and will always be going where the squad is going -- you can also kit up at a rally point, but you can do that from an APC, which also does that better than an RP, cus it moves where you do, plus you can get all kits (Heavy limited kits and light limited kits)

maybe the PR could resupply you faster than other methods, or its role could be more of an aid station as in, sidle up to a RP and it start to heal you slowly - perhaps the RP could be an essential part of more squad spawnable assets (just like the commander needs the UAV trailer spawned to spawn any of his assets, maybe a SL needs to have a RP up, or up and within some proximity to it to be able to spawn his own assets, like squad transports, perhaps letting SL's be able to spawn more assets of their own like sandbag walls, hedgehogs, whatever, that's another discussion)

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those things being considered i think it would have an AWESOME impact on the game!
Soulis6
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Post by Soulis6 »

Agree with almost all above posters. Get rid of it.
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Metis-M
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Post by Metis-M »

El_Vikingo wrote:Been suggested before.

It destroys the teamwork.
Agree with that, it also would take many actions out of the game.
Wolfe
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Post by Wolfe »

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ReaperMAC
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Post by ReaperMAC »

Wolfe wrote:Image
lol iGi...
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fuzzhead
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Post by fuzzhead »

onix-barn:

regarding transport vehicles: we are trying to move the mod in such a way that transport vehicles are partially dependant on commander. right now, a transport jeep spawns at firebase/bunkers every 5 minutes. So as you can see its not so much a mapping concern as it is your teams commander decision where and how you get transport. We hope to move more and more gameplay dynamics into the hands of the players with newer versions of PR, so gameplay is always unique and never plays out the same way twice. This forces players to strategize and not fall into a routine, as you never know how and where the enemy will be coming at you.

regarding transport communcation: we didnt have it working properly in v0.6 but hopefulyl v0.7 will have this. the officer kit has signal smoke (weapon#9) and it puts an icon on the map indicating that you need transport. Dedicated transport players (heli, APC or jeep) will see this icon and know that a SL and his squad needs transport, and heads out. This was working in v0.6 but showing up for both teams so we just need to hopefully fix that issue.
fuzzhead
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Post by fuzzhead »

Wolfe: nice!!!

that picture basically sums up why it needs to go, great job :)
Outlawz7
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Post by Outlawz7 »

Thing is, most commanders are retards
We start winning a round, some random guy connects to server, applies for a commander and starts spamming assets, which no one will build and no one actually needs them. Then we lose 30 tickets and it just starts to go down....
And servers, that want squads to use VoIP, while commanders can be asset spamming lone wolfs, that dont communicate in any sort of way...the irony.
There was a lot of SL to Commander communicating in 0.5, but thats becuase Commander was a living UAV sitting at base and stalking the enemy.

I just want the CO2SL communication back, not some yellow guy, that spams assets and puts pressure on the team with losing tickets.
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nidpants
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Joined: 2007-07-28 00:56

Post by nidpants »

How about...retain the SL spawn but ONLY when the SL is in a vehicle of some kind. This makes the vehicle into a de facto squad car, makes sure the SL can't just hole up somewhere without being noticed.

Although i wholly support the notion that sometimes you should be forced to retreat - not just get yourself gunned down and respawn in waves from the SL who's hanging back.
SGT.JOKER
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Post by SGT.JOKER »

No, even if it would make the teamwork better it might make the fire fights very VERY short.
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AtlantaFalcons
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Post by AtlantaFalcons »

YES!!!!

There are too many spawn points now that the commander can build spawns.

1. SL
2. APC
3. RP
4. Firebase
5. Bunker
6. Commander Truck

If you have a commander who's got his act together then the maps just descend to spawn swarms. And I find myself just desperately cutting through waves of infantry to try and suicide their spawn point. Also you get the SL who hides somewhere so his squad can spawn (very lame).

I would like to see only spawns on:

1. Bunkers
2. Firebases
3. RPs

This way you have to think ahead.
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