Remove squad rally points?

Suggestions from our community members for PR:BF2. Read the stickies before posting.

Should squad rally points be removed?

Do it! :D
29
13%
Don't do it. :(
191
87%
 
Total votes: 220

joselucca
Posts: 125
Joined: 2007-12-06 13:00

Post by joselucca »

Maxfragg wrote:i wonder, why you even discuss this idea so long, there is a simple sign that the devs do not consider it, they ignore this thread, so please burry this idea 6 feets in the ground and let it never come back, this great change in PR will never be undone. Rallypoints will stay
What he said xINFINITY. well said! 8)
soraflair
Posts: 394
Joined: 2005-09-12 20:31

Post by soraflair »

You could have it only X ammount of spawns on the rally point. As in you could only spawn 15 times on the rally, before it disapears. This way squad leaders would have to really think about what he tells his teammates to spawn in as.
ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Post by ReaperMAC »

LordSquiffy wrote:But what if you've just died and respawned at your main because there are "no rally points"? Options? Start a very long walk, or wait for other squad menbers to die to they can join you in your very long walk. Or you could just wait around for forever and wait for PB (or your SL) to kick you for inactivity. I don't like either of those choices.
You kinda missed his point, he is against the removal of rally points.
SleepyHe4d wrote:Like I said this needs a playtest to see if it would work
Well, you can, try playing a whole round with a full squad without the use of rally points. Have fun.
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

This mod is allready sometimes very hostile to the average grunt with only a shovel and rifle, these are the majority of players in any normal game.
I dont think gameplay would gain overall by punishing people on the ground. Transport should be used but sometimes it doesnt work, transport helis on kashan for example are a cannon fodder disaster

Make rally points more vunerable and obvious, I would support that idea. The radio noise should be turned back up for example. But if a squad holds control of an area, a rally point is a reasonable concept.
Its not realistic at face value obviously but Im more interested in realistic tactics then absolute factors
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

Rally points are already VERY easy to find. Make a straight line between you and the people who you keep shooting, follow that line until you hear radio sounds, then knife the nearest bush. IRL it's just going to be a pile of packs and ammo, I think they're already quite obvious enough.

Also, the guys popping out of mid-air near it are a dead giveaway.
[R-CON]creepin - "because on the internet 0=1"
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

If they have a bunker or firebase then the rp is not always obvious in its disuse
Gyberg
Posts: 709
Joined: 2006-08-04 23:36

Post by Gyberg »

Terranova wrote:Bah, I'm just saying the rally points can really detract from the main objectives. I'll give you a scenario that happened to me and my squad on Qwai River. As an SL, I wanted to set up a rally point west of fishing village. I eventually did, however the PLA was onto us. We kept having to displace, and pull back in an effort to obtain a safe position. I set up a new rally every time we successfully reached a new point, but it seemed as if the enemy was doing the same. This constant movement went back and forth across the map here went on for at least 10 to 15 minutes. By the time I felt we had reached a safe location for a new rally, we could no longer assault fishing village as they had taken government office.
You're telling me that you were behind enemy lines and that the enemy, after they discovered you, did not stop engaging you? Well thats strange, not...

Seriously, RP's create a dynamic battlefield where we dont always fight over the same stupid flag. The hill 100m to the south of the objective might be extremely important to safeguard the objective, and that is realistic! IRL you would NEVER just sit on the objective your defending, you would have pushed your defenses forward to create a buffer. Fishing village on Qwai is a very good example, the hills to the west of it are almost as important as the flag itself.
Last edited by Gyberg on 2008-02-19 01:37, edited 1 time in total.
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[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Gyberg wrote:You're telling me that you were behind enemy lines and that the enemy, after they discovered you, did not stop engaging you? Well that strange, not...

Seriously, RP's create a dynamic battlefield where we dont always fight over the same stupid flag. The hill 100m to the south of the objective might be extremely important to safeguard the objective, and that is realistic! IRL you would NEVER just sit on the objective your defending, you would have pushed your defenses forward to create a buffer. Fishing village on Qwai is a very good example, the hills to the west of it are almost as important as the flag itself.
You could look at that way in a positive sense, but I think with the CPs, this is exactly why they're a problem.

In my particular scenario, the fishing village was attackable, an enemy squad discovered us and chased us all around the west region. Instead of simply being able to eliminate us, we were able to rapidly deploy a rally point at every new position. Same thing with them, I imagine their casualties simple respawned on their respective rally point.

My point being, the rallies create this sort of sporadic fighting over virtually worthless territory. Just yesterday, I had the same issue where my squad (I wasn't the SL here) was trying to establish a rally to attack west tower on Mestia. The militia were on to us, and we found ourselves getting chased all the way up to the NW corner of the map (Dangerously close to the Militia Main). In fact, not once were we able to attack the west tower because we were too busy trying to find a safe location for our rally.

Rallies create these prolonged engagements where the only victory conditions come with the termination of all hostiles within the enemy squad, and the destruction of their respective rally.

I believe with just firebases and bunkers, team's will be able to concentrate more of their effort on capturing the next flag rather than trying to find the next good spot for your rally point. Unlike rallies, it would take a lot more effort to destroy your firebase/bunker as opposed to a single man knifing it a few times. And considering that probably half if not more people will be operating out of these assets it would take a concentrated effort to destroy an enemy firebase/bunker.
Death_dx
Posts: 379
Joined: 2007-11-09 21:37

Post by Death_dx »

Terranova wrote:You could look at that way in a positive sense, but I think with the CPs, this is exactly why they're a problem.

In my particular scenario, the fishing village was attackable, an enemy squad discovered us and chased us all around the west region. Instead of simply being able to eliminate us, we were able to rapidly deploy a rally point at every new position. Same thing with them, I imagine their casualties simple respawned on their respective rally point.

My point being, the rallies create this sort of sporadic fighting over virtually worthless territory. Just yesterday, I had the same issue where my squad (I wasn't the SL here) was trying to establish a rally to attack west tower on Mestia. The militia were on to us, and we found ourselves getting chased all the way up to the NW corner of the map (Dangerously close to the Militia Main). In fact, not once were we able to attack the west tower because we were too busy trying to find a safe location for our rally.

Perhaps a time delay should be added to prevent RP's from being created over short periods of time, a 5 minute delay or so would force the squad to either hide there or die + respawn.
Terranova wrote: Rallies create these prolonged engagements where the only victory conditions come with the termination of all hostiles within the enemy squad, and the destruction of their respective rally.
You can kill all but two, or the SL. Generally it's not a problem as you should be sending a soldier or an entire squad to flank their rally and kill it. In the meantime they're attacking whatever objective and they'll likely get killed off before they even realize the rally is down.
Symplify
Posts: 207
Joined: 2007-03-24 22:05

Post by Symplify »

Terranova wrote: I believe with just firebases and bunkers, team's will be able to concentrate more of their effort on capturing the next flag rather than trying to find the next good spot for your rally point.
Really? I disagree. I think they will be focusing more on the inanely long run to the next flag, only to get cut down by the defenders who've had ample time to set up. Commanders will be desperately trying to get enough people to cooperate to make a firebase in a place that isn't in the defender's line of sight, if that it, they even attempt to make one.
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BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Post by BloodBane611 »

Alright, someone definitely raped this poll.

Anyhow, I think it's obvious that RP spawning is pretty integral to PR. Yeah, it's not realistic, but without it we'd spend even more time being bored.
[R-CON]creepin - "because on the internet 0=1"
ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Post by ReaperMAC »

BloodBane611 wrote:Anyhow, I think it's obvious that RP spawning is pretty integral to PR. Yeah, it's not realistic, but without it we'd spend even more time being bored.
Maybe some hustler mags to pass the time? :lol:
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OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Post by OkitaMakoto »

Lol, no, theres just a legit amount of people who dont want RPs removed. Trust me, I just looked at who voted for what. Thats right... I know...everything.... *head rotates*

The games already enough of a walking contest at times, and RPs create a great amount of needed squad teamwork
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: Remove squad rally points?

Post by LtSoucy »

Keep them, there a big part of game play and i don't know about the rest of u I really dont want to go back to main every time i die on Kashan. And current votes make it seem lieks there staying. :p
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Saobh
Retired PR Developer
Posts: 8124
Joined: 2006-01-21 11:55

Re: Remove squad rally points?

Post by Saobh »

Humm, looks like its old topic revival day :roll:

Locked. (unless people want to rediscusse something which was laid to rest for 3 months, PM me in that case)
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OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: Remove squad rally points?

Post by OkitaMakoto »

Yeah, they get "revived" when people vote on them too. So it pops back up the "new posts" list...
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