Spawning: I'd love to see spawning (at least as a server-side option) with some kind of delayed effect. Several other FPSes did this with their multiplayer spawning. Say for example you enforce squadding to some degree, and only when all members of a squad are dead do they respawn at the same time and place (a spawn point chosen by the squad leader or equivalent). Basically a system that starts people out together as a team every time they come back. For all I know PRMM has this already.
Complimentary classes: Probably the game that I've played that was most successful for creating group cohesion in an assault was Return to Castle Wolfenstein. I think this was largely a three-fold mechanism...
1) Reinforcements spawned together in waves...I think the default was 30 secs.
2)Gameplay was objective based, with the best maps usually having some kind of cascading objective.
3)Classes were designed to be interdependent. They complimented one another and even if you didn't -like- the guys you were playing with, you'd do much better if you played a 'role'. 'BEACH' was an example of this. You had to advance up a beachhead to the outer wall of an Axis fortress with pillboxes spitting destruction. The only way to get in the fortress was to protect Engineers, who could set timed charges to breach the fortress. Once inside you had to penetrate the interior and work your way to the basement through one of 2 routes and steal 'docs', then the final stage was making it alive back to a predesignated spot to 'transmit'. To advance to the wall the Lt. class was helpful, as they dealt out ammo and could call in airstrikes to drive defenders back from the wall. Snipers could hit the pillbox defenders. Soldiers could clear out closed areas and chokepoints with flamethrowers, etc. The point is you had to have each class present at certain key objectives to advance towards victory for that round.
Scoring: Each class got points for doing it's 'job'. This is the case in V-BF2 but it isn't much of a reward pointwise.
Put it all together with clever map design and you could have complex missions where you had to escort fellow units to a map area to accomplish a task (more dramatic than standing around until a timer clicks over), which would open the stage for the next part of the mission, etc. All of these elements are present already in some form, I just feel they could be tweaked to provide a cohesive, more immersive gameplay mode.
Spawn ideas/Complimentary classes/Scoring
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archaeopterygian
- Posts: 7
- Joined: 2006-03-22 21:26
Spawn ideas/Complimentary classes/Scoring
There goes the neighborhood.
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RikiRude
- Retired PR Developer
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- Joined: 2006-02-12 08:57
we really need to start putting these under one big thread haha. long rants on how PR should be when they havent even played (from what i gather) PRMM.
i loved RTCW, i played that game like crazy. hands down the best arcade FPS i ever played.
minus your spawning in waves, your post really doesnt make any sense, you just talk about RTCW. you arent really suggesting anything? i think you might want to fix what your saying to better convoy your idea. im not trying to put oyu down or anything, i just dont really get what your suggesting for the PR mod.
classes will be made to be realistic, not so they work in a certain way.
i loved RTCW, i played that game like crazy. hands down the best arcade FPS i ever played.
minus your spawning in waves, your post really doesnt make any sense, you just talk about RTCW. you arent really suggesting anything? i think you might want to fix what your saying to better convoy your idea. im not trying to put oyu down or anything, i just dont really get what your suggesting for the PR mod.
classes will be made to be realistic, not so they work in a certain way.
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archaeopterygian
- Posts: 7
- Joined: 2006-03-22 21:26
Riki - Sure it makes sense. I am simply saying that RTCW accomplished something that PRMM is striving for, in that people formed groups and moved together naturally, regardless of team spirit, and I gave a quick overview of what factors led to that dynamic. I'm not sure what else you don't understand...
Cascading objectives would be having to accomplish one objective before moving on to a new one. Pretty simple, yes? As far as classes being made to be 'realistic'...I don't see a conflict. If you don't make Class Y need Class X for
support of some kind then people aren't going to stick together. The scoring is just another way of rewarding players for doing what you want them to do for the group.
Cascading objectives would be having to accomplish one objective before moving on to a new one. Pretty simple, yes? As far as classes being made to be 'realistic'...I don't see a conflict. If you don't make Class Y need Class X for
support of some kind then people aren't going to stick together. The scoring is just another way of rewarding players for doing what you want them to do for the group.
There goes the neighborhood.
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RikiRude
- Retired PR Developer
- Posts: 3819
- Joined: 2006-02-12 08:57
ahhh, ok, i gotcha.
i see your points now
and i would love to have cascading objectives in PR. that would be amazing.
the thing i was saying with the classes, is i dont think we will get them to be THAT much more dependent on eachother then what we have to the most part.
people already usually travel with a medic, support and assualt in a squad. i would love to see a NEED to have an eng to fix explosives to blow stuff up.
the biggest conflict i beleive that would have to be overcome is that RTCW was much more linear and BF2 is so much more wide open so some of the most fun objectives from RTWC such as blowing up the sea wall or door to the bunker, couldnt be transfered to say... karkand, or oman. but as far as stealing documents or blowing up 1 or 2 designated static objects, that would be easy.
i see your points now
and i would love to have cascading objectives in PR. that would be amazing.
the thing i was saying with the classes, is i dont think we will get them to be THAT much more dependent on eachother then what we have to the most part.
people already usually travel with a medic, support and assualt in a squad. i would love to see a NEED to have an eng to fix explosives to blow stuff up.
the biggest conflict i beleive that would have to be overcome is that RTCW was much more linear and BF2 is so much more wide open so some of the most fun objectives from RTWC such as blowing up the sea wall or door to the bunker, couldnt be transfered to say... karkand, or oman. but as far as stealing documents or blowing up 1 or 2 designated static objects, that would be easy.
Proud n00b tub3r of 5 spam bots!


'[R-CON wrote:2Slick4U']That's like being the smartest kid with down syndrome.

