Increased Spawn time for some limited kits

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VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Increased Spawn time for some limited kits

Post by VipersGhost »

I think it might not be a bad idea to have a greater spawn for the PLAYERS using certain limited kits when they die. I hate when HAT guys grab it and gun...then die etc etc. Same with snipers. I think we should punish the guys that use these kits foolishly with greatly increased spawn time when they die. This would make them value their lives more...and make it more of a Risk-Reward thing. Same with Pilots/Tankers etc. Too many times people use these like super weapons and run out...blast away to get a bunch of kills and die...then respawn on SL and fight again as INF. These assets, sniper rifles, HAT, marksmen, pilots and crewman are thrown around to much thus leaving their INF guys hanging because they wanted some "Quick action kills". I have no problem with anyone using them....but do have a problem with dumbasses treating them lightly because there is little penalty for getting blown up. Just my .02.

Regular player - 30 sec respawn
Tank Driver - 60-90 second or more respawn
Last edited by VipersGhost on 2007-08-10 21:47, edited 1 time in total.
dbzao
Retired PR Developer
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Post by dbzao »

well, if they lose the HAT, they can't get it back before 5 min have passed.

But you are requesting for them to get a respawn time penalty, right?
VipersGhost
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Joined: 2007-03-27 18:34

Post by VipersGhost »

Yeah punish them more for dying with such a valuable kit/vehicle. They risk greater spawn time...but the reward is obvously having an awesome tank\jet, HAT or sniper rifle. Its just a general idea, nothing set in stone obviously. Risk-Reward for better stuff. With certain kits and vehicles being so important to winning a round...I'd like to see a system in place that punishes guys for screwing off with them and getting waxed so fast. I see a squad of dumbies grab their tanks...run off WAY ahead of the infantry and die in the first 5 minutes...so what, do they care? No, they got a few kills and are back in the action but without their tank. It doesn't always happen...and a CO should try to hold them back....but in-game it is far to prevalent.
Last edited by VipersGhost on 2007-08-10 21:33, edited 1 time in total.
Wolfe
Posts: 1057
Joined: 2007-03-06 03:15

Post by Wolfe »

I like this idea.

Anything that forces people to value their lives and equipment is good. Right now it's nearly non-existent.
Eyre
Posts: 47
Joined: 2007-02-27 21:02

Post by Eyre »

Wolfe wrote:I like this idea.

Anything that forces people to value their lives and equipment is good. Right now it's nearly non-existent.
x2

I like it.
"Good. Bad. I'm the guy with the gun."
ZaZZo
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Joined: 2007-02-03 18:37

Post by ZaZZo »

Me likes
IronTaxi
Retired PR Developer
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Post by IronTaxi »

hmm...one down side is it reduces the already limited amount of people on the battlefield...

a better idea might be the ability to kit ban people who dont maintain a certain predefined level of skill for a particular kit..

this would be tied into an overhauled scoring system which we are working on..

personally i think new players should have only infantry as an option intially anyway.. with limited kits coming next and vehicles last..

perhaps a training school or other such means such as a recommendation from another player could get them the ability to use more kits/vehicles..
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

All excellent ideas! Maybe a recommendation would give you 2000 pts (assuming pts don't matter anymore)...after having 2000+ pts, which is impossible as infantry, only then would you be able to get a pilot kit. Always interesting to see the devs throw some ideas out...look at my crude idea and then along comes a seriously advanced system they are already looking at....10 times better.
DavidP
Posts: 951
Joined: 2007-03-23 04:20

Post by DavidP »

'[R-DEV wrote:IronTaxi;454832'
perhaps a training school or other such means such as a recommendation from another player could get them the ability to use more kits/vehicles..
You mean mine? :D
Dunehunter
Retired PR Developer
Posts: 12110
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Post by Dunehunter »

Problem is that there are times where you can't really avoid dying. You hop out of the apc in a safe zone, grab the kit...boom.

You spawn at the main base, grab you kit...base-camper blows you/snipes you.

Can't really do much about it in those cases right?
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

Yeah **** happens...just the nature of things I guess. Like I said though, my idea is crude in comparision. I guess it would be prudent to check your surroundings, make sure someone parks an APC in a decent spot, and if its bad then don't grab the kit. In the end, its only a 60-90 seconds. Same as being arrested as a civilian.
DeePsix
Posts: 2202
Joined: 2007-07-29 19:22

Post by DeePsix »

Honestly, I think it's fine the way it is. The game already takes 30 seconds to respawn, and I personally value my life in game enough. Somtimes you just were standing in the wrong place at the wrong time. Sometimes a random arty round lands near the squad and kills me or just a lucky burst from a weapon wounded me as I bleed out from not having medics around. Should I be punished for carrying the heavy critical gear for our squad?
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Outlawz7
Retired PR Developer
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Post by Outlawz7 »

Kit ban sounds more reasonable.
Well, you died with a sniper, kit wont respawn for 5 minutes and you wont be able to get it for another 10 minutes. Gives someone else a chance to use it, where they need it.
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VipersGhost
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Post by VipersGhost »

Agreed Outlawz
DeePsix
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Post by DeePsix »

What if you're the Sniper for the team? I usualy see "Transport" squads and "Sniper" Squads set up, and most the time that is what they are doing. So if a Blackhawk goes down or the Sniper gets killed, that squad can't do what they're set up for?

I see where you're going with people who hog kits, but banning someone from the kit who is actually using it for the team is a different story.
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PR Testing Team: Serious Business.
[R-DEV]LeadMagnet: I guess that's what you get when an Irishman drinks light beer.....bad advice.
[R-DEV]dbzao: I'm Oscar Mike, OSCAR MIKE!!!!
VipersGhost
Posts: 1171
Joined: 2007-03-27 18:34

Post by VipersGhost »

Opening line of your post reminded me of Dumb and Dumber...after the FBI comes in at the end. He's like...its cool loyd I had a vest one..."Well Harry, what if he shot you in the face!?"

Anyways yea...anything is going to have challenges and probably not be perfect. Rocommendations sound interesting and move away from "punishing" to preventing. Eitherway the Dev's have some ideas they are working on.
tekkyy
Posts: 111
Joined: 2007-06-26 14:53

Post by tekkyy »

I think the problem with the kits would go away if we had a different pool for each map.

4 H-AT kits for tank maps. 0 H-AT kits for maps with only APC. More Marksman kits with infantry maps. Or whatever, just keep the map in consideration.
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