**QM** Kit Respawn Timer: Currently Too Long?

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Heskey
Posts: 1509
Joined: 2007-02-18 03:30

**QM** Kit Respawn Timer: Currently Too Long?

Post by Heskey »

Hey guys,

Me and Masaq have just been putting the SPEC OPS kits to good use on Jabal and Seven Gates, but we've found that after we die, despite the kits disappearing from our bodies the second we respawn, the kits are not available from the Quartermaster for quite some time. I can only think this is for the same reason that vehicular assets don't respawn instantly, however I feel for people doing their jobs properly, this feature is currently detrimental to the performance of the team, as we found ourselves hanging around on the USS Essex for a good 5-10 minutes, when we could be out in the field. Perhaps lower the kit respawn time to a minute at most?

Just my two-cents.

- Heskey
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

I would say wait and see the new SOF kit for the patch until deciding on this one. I do think it should only be 3-5 minutes, but to put it back into the kit pool after the standard 30 seconds - 1 minute would mean SOF spamming would become easy. I don't think I would be a fan of that, given the new kit.
[R-CON]creepin - "because on the internet 0=1"
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Post by dbzao »

It's 5 min relocation time. It will be an important sabotage kit, so you need to survive.
Heskey
Posts: 1509
Joined: 2007-02-18 03:30

Post by Heskey »

Fair enough!
Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Post by Masaq »

To be fair, we *did* survive for long periods. I joined when the MEC had around 300 tickets left on Jabal, and US won by 40 tickets. I died twice, once because my insertion pilot flew over a Vodnik which lit us up and got lucky and plinked me out the back.

The 5 mins did feel too long, to be honest though. Would have been worse if someone had grabbed a kit before we did and then we'd had to wait for them to die + 5 mins, though. Luckily, that didn't happen :S

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Post by Sadist_Cain »

Is there a way to reduce/remove the timer if someone posseses that particular kit for over a certain amount of time? That way they could pick it up straight away if they die :D

No it isn't Cain because when the n00b gets a hold of the kit he'll keep dying and never let go, maybe.

Hmm I'm right

OOooo Maybe if someone dies too close together put the timer up higher...

Ohh I dno I need to stfu I'm going to the "pub" I've been here all day L :P
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Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Post by Masaq »

Best result I can think of would be for the kit to re-enter the pool quickly if it had been held for a long time, and have a long delay if the user dies quickly.

I,e: respawn time of say, 10 minutes fixed from the point it's requested, not from the time the user dies.

If you last longer than 10 minutes, you'll probably get access to your kit again. If you die instantly by charging a bunker solo, don't espect to get the kit back anytime soon.

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
Pariel
Posts: 1584
Joined: 2008-01-29 23:41

Post by Pariel »

Wait, a player spawn time, or a kit spawn time of 10 minutes? A) seems ridiculous, B)seems...ridiculous.

And banging on a 10 minute time to wait to request kits seems a little harsh, if most likely effective.

I don't think there's a way for it to be player based, so I don't see how you'd prevent the first player who requests it after the refractory time is up from getting it--which doesn't seem to change anything, except doubling the time to get the kit.

But maybe I just don't understand what you're trying to say.
Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Post by Masaq »

He's trying to build upon my suggestion, in the following way:

By implementing a system as follows:

A player requests a special kit.
They use it for 30 seconds.
They die.
From the moment the kit vanishes, they have a 10 minute wait before they can request another special kit.


However, if the following happens:
Player requests special kit.
They use it for 15 minutes.
They die.
They only wait 5 minutes for their next special kit.

Finally, if the following happens:
Player requests special kit.
They use it for 30 minutes.
They die.
They can request a new special kit instantly.

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
Deadfast
Retired PR Developer
Posts: 4611
Joined: 2007-07-16 16:25

Post by Deadfast »

Sounds fair enough ;-)
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