Ideas for PRMM ... Post them here!

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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beta
Posts: 274
Joined: 2005-12-26 05:50

Ideas for PRMM ... Post them here!

Post by beta »

One idea for PRMM:

It would work similarly to the current flag system, but with a couple of major differences. First of all, I think it might be a good/interesting idea to try a map with only 2 spawn points, each sides main base, the rest of the control points would be simply there to win the game.

The spawning system would work like so: the player can either spawn at the main base or on their squad leader, not at any of the flags in the "battlefield", and perhaps (unless it is far too much work) spawn on a transport plan/chopper (that is not controlled by a player) that will fly over the battlefield every whatever amount of minutes.

By doing this the battles will feel more meaningful, for example, in Strike at Karkand if you shoot and kill an enemy at the flag and start grabbing it, you better start looking and running around like a crazy man or he's going to spawn behind you and shoot ya, or alternatively you can memorize the spawn areas and camp it, so that when they spawn you get a "instakill", this is not a good thing ... Now if you died in the proposed idea of a map, you better hope you either get mediced (sp?) or your squad leader stays alive, because if neither happens, you have a long road trip ahead of you to link back up with your squad.

To prevent people from camping the main base a simple (maybe? :wink: ) solution could be implemented: make one building with multiple entrances/exits that all the spawns are located in (for that side of course) and make it so that if an enemy tries to enter it, they will get a warning that if they don't leave they'll die (exactly like if you "leave the battle"), this should solve the spawn camping issues and make for a (hopefully) fun map type.

Finally, to win the map either team should only have to capture all the flags in the center, once this happens the opposite team cannot spawn anymore (could be hard to implement) and the other team just has to finish them off.

To sum this idea up:

-only spawn on main base or squad leader
-main base has one building to spawn in, enemies die if they enter it
-to win, take all the centre flags

Another idea for PRMM:

Make the "reviving" system a little better, as it is right now it is kind of silly to see a group of medics running around zapping eachother to life while they are constantly being killed ... it looks like a circus! A simple solution is in order: after a soldier is revived they will have 25% life, and possibly, cannot fire (no weapon on screen) and can only crawl for 10 seconds. Also, the health packs (not the ammo packs) shouldn't be able to be thrown down to heal a soldier to full life, the medic should have to invest their time in healing the soldier instead of having a "quick fix" to a sucking chest wound :neutral: . These things, IMO, would help a lot with the arcadish medic system right now

A lot of these ideas came from various threads in this section, just thought it would be best to have one thread for the devs to have to read through to see what features people want implemented ...

Anyways discuss and post your own ideas!
Tom#13
Posts: 477
Joined: 2005-05-22 13:32

Post by Tom#13 »

uhh, isnt there already a thread for this in the "what do u want to see"
ah well, doesnt matter.
For me its the same as usual, Jungle maps, Boats, lots of helis.
otherwise everything i wants already in!
Royal Green Jackets- Britains premier infantry regiment
http://www.army.mod.uk/royalgreenjackets/

Air force definition of explosives: A loud noise followed by the sudden going away of what was once there a second ago.

Retreating?! Hell no, we're just attacking the other direction!
beta
Posts: 274
Joined: 2005-12-26 05:50

Post by beta »

Yeah ... about 5 seconds after I submitted this I remebered about the Sticky ... it IS about 80 pages long though .... hard to notice stuff in there if it 80 pages long, because I sure wouldn't want to have to read through all of it, I got about 1/4 of the way through before I gave up and went to the end ... :)
Tom#13
Posts: 477
Joined: 2005-05-22 13:32

Post by Tom#13 »

thats what i was thinking, no ones gonna read all those ideas. cant hurt to have another goin
Royal Green Jackets- Britains premier infantry regiment
http://www.army.mod.uk/royalgreenjackets/

Air force definition of explosives: A loud noise followed by the sudden going away of what was once there a second ago.

Retreating?! Hell no, we're just attacking the other direction!
Trufret
Posts: 33
Joined: 2005-12-05 21:08

Post by Trufret »

Almsot exactly what I posted in the reinforcements thread

in summary:

Have a spawn point in an out of bounds area that doesn't hurt your team but hurts enemy forces that enter it like normal out of bounds areas. so you can get in a backhawk or hummer and move out but if the enemy tries to spawn camp your main spawn they are killed withing 6 seconds like if you leave the feild of battle. maybe have it so when you exit a chopper a parachute opens but you don't get one to use for jumping off buildings and such stupid stuff.

unarmed vheicles like a transport hummer or truck would have fast respawn where armed vheicles would have slower respawn to make them more valuble. though transport backhawks should be a bit longer and armed choppers should take quit some time. would it be possible to implement some kind of fuel system for aircaft to force them to land and resupply every one in awhile?



when you capture a spawn point you can para-drop to it instead of just apearing on the ground. It would be more realistic becaue if you try to drop in a hot landing zone you run the risk of taking shots on the way down.

you can also para-drop onto your squad leader or possible just spawn as normal

I agree with the medic needing to take time to heal people and wondr if it's possible to be able to grab wonded man and drag him to a safe location to work on him. like hit "G" to pick him up and drop him behinde a building so your not under fire anymore then heal him like you would repair a vehicle
NikovK
Retired PR Developer
Posts: 1616
Joined: 2005-10-28 09:56

Post by NikovK »

Shift and . are your tiny keyboard pals! *disarming smile*

I'd like to see the critically wounded able to crawl around reeeeally slowly or be hauled off by non-medics. Mappers should take care to make respawn points less campable, with the spawners placed in cover, near a defensive weapon, or a short distance from the capture point. Being forced to choose between capturing and camping should cut back on the latter.
Mapper of Road to Kyongan'Ni and Hills of Hamgyong;
Genius behind many Really Stupid Ideas, and some Decent Ones.

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Juhani.fin
Posts: 25
Joined: 2005-12-28 17:30

Post by Juhani.fin »

Tom#13 wrote:
For me its the same as usual, Jungle maps, Boats, lots of helis.
otherwise everything i wants already in!
o yea lots of forest and jungle battles.
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