Hey everyone,
I'd just like to air my opinion about a topic i have given great consideration to. Over the past few weeks i have been going over the good points of the sprinting ability and the bad points. I have been playing every day since the end of 0.6 for at least between 4-6 hours daily, and during that time i have learned the ins and the outs of all the problems and the cool things in PR.
Firstly i'd like to point out that while observing the current PR's sprint, and the vBF2 sprint i have enjoyed both, But the realism/gameplay hasn't felt right. It gives way for everyone, highly skilled, or low skilled to act on impulse too much and directs them away from staying calm and promoting observation. Only people who feel inclined to promote observation and caution will ever be successful in PR. and unfortunately at least half of the public players ignore these rules, place their lives in danger without any regard for the gameplay or the outcome. PR should be made so that whenever sombody gets a kill they go "Yippy!" instead of being dismissive about your last kill and not really caring. Because in reality its, difficult to kill people, it really is. Currently, all the public players are untrained, and the public players that are at least very good at FPS games, or have had Military training will do well over the underskilled guys. But i believe its the 40% of players that are underskilled and dont trust their teammates to do a good job, and thats gaming for ya, we cant avoid that. So what could we do to make the undertrained/underskilled guys act more like they should? (scared-to-death/non-gambling)
And i think you know i'm right, because we are all guilty of it...Sprinting down the middle of a street from one side of the map to the other, and everything seems to be going as planned and you feel like you slightly cheated the system, when BAMM! some guy pops you in the back. And you feel like, "aww dang, now i gotta respawn and get to wherever i was going TWICE as quick to make up for my death", and your so consentrated on not taking the route from before that you run into another guy who kills you just as easily. and the process goes on and on, until you lose the flag and the squad leader tells you to rally up somwhere else.
I have observed some footage, and used personal experiance to judge the accurasy of a good sprint. I have friends that can sprint for 25 minutes, and i have friends that can sprint for 25 seconds. And it is understandable why the current PR sprint lasts for a long time, i believe its to do with simulating the balance between slow people and fast people.
However, I dont think soldiers on PR should sprint for 95% of the time (hense "gamers are hardcoded") so like what has been done so far, the gamer's abilities should yet again be modified. Not to be cruel or unfair, and not to obsessive about one aspect, but tweaking this speed is in my opinion very important as it is literally used more commonly (with infantry) than anything else. (Be it guns,objects or whatever.) i think everyone can agree that movement is probibly the most critical dynamic in PR.
So therefor, i believe its worth while saying the run speed should be increased (Just a tiny bit, to compensate for the lack of sprint)
and the sprint should be reduced to an up-to-ten second high speed manouver, with a long recharge time before you can sprint again.
Result?:
Players wont be able to cross gaps very easily, like streets and large sweeping cover, bridges, long narrow corridors. It would promote stacking up behind cover and enforce squad-members/team-members to find dynamic intuitive and clever cover and flanking manouvers on their own. Medics would be more useful and required. Protection of the squad members would be fital, because if you need an engi for your mission, and your engi goes down, you need to move back to escort your engi from his spawn, but oh wait, your stuck behind a wall with 20 tonnes of lead delivery smashing off the corners around you. Requesting help will be more important (and recognised from the person your asking),squad leaders will need better judgement when moving into areas, thus better squad leaders will be more valuable (and anyone who is squad leader worthy but just hates being squad leader will want to take the role), Many new movement dynamics will be invented by public players, and strategys on the same maps will become different.
So theres my longwinded opinion. I have been trying to test my theory on a local server by editing, but im pretty useless at all that stuff. and really, whats needed is a full searver to test this idea. I know, that modifying servers is breaking the rules, and the only way its not breaking the rules is if its a locked server. So i cant do much in the long run, all i can do is put my idea/proposal out there for the developers to view and think about.
Cheers for reading guys.
Sprint Reduction Request
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Psyko
- Posts: 4466
- Joined: 2008-01-03 13:34
Sprint Reduction Request
Last edited by Psyko on 2008-05-18 21:02, edited 1 time in total.
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Conman51
- Posts: 2628
- Joined: 2008-05-03 00:27
Re: Sprint Reduction Request
the sprint time should be reduced but not THAT much....the speed should be very SLIGHTLY increased....but how long is the sprint time now??..i think 10 seconds is too litlle ..maybe 30 seconds or 40 is good enough
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Psyko
- Posts: 4466
- Joined: 2008-01-03 13:34
Re: Sprint Reduction Request
Ok, my suggestion is long winded. Basically, i dont want to nerf the gameplay, the sprint should be fine tuned so as the gameplay speed is reduced, i like being able to run forever, but i think maybe cutting the sprint speed in half would do the trick, and increasing the run speed so it is used in lue of the sprint.
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Waaah_Wah
- Posts: 3167
- Joined: 2007-07-26 13:55
Re: Sprint Reduction Request
Personally i think its fine as it is now. Makes you think twise before runnig over a street...
Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity
I
Jaymz
Killing for peace is like f*cking for virginity
I
Jaymz