Pre-Game Planning Period

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Eagle345
Posts: 122
Joined: 2008-08-03 15:01

Pre-Game Planning Period

Post by Eagle345 »

Like how there is a 3:00 timer b4 the round starts. maybe make it a bit longer idk like 4 or 5 and let the commander talk to all the squads to create an overall plan? maybe like a mini C&C. U get my wiff
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Pre-Game Planning Period

Post by arjan »

agree
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Pre-Game Planning Period

Post by Spec »

agree too
(*cough*alsobecauseofmyloadingtimes*cough*)
Brummy
Posts: 7479
Joined: 2007-06-03 18:54

Re: Pre-Game Planning Period

Post by Brummy »

Suggested before
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: Pre-Game Planning Period

Post by Mora »

Meh, 3:00min is long enough.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Pre-Game Planning Period

Post by Gore »

I'd like it a minute longer.
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Pre-Game Planning Period

Post by cyberzomby »

Yea 3 minutes is more than enough for me.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Pre-Game Planning Period

Post by AnRK »

3 mins is fine for me, but I see alot of people getting in with a minute or less to spare, plus it'd give me time to take a piss AND get food, with the luxury of perhaps washing my hands in-between ;)

I thought he might have been suggesting some briefing room kinda thing, that everyone has to watch, in a kinda ATC kinda style, so you'd have to watch the commander put up orders on the map before the game starts. Obviously something that cool wouldn't be possible, plus you'd have no way of selecting your spawn.
LtSoucy
Posts: 3089
Joined: 2007-03-23 20:04

Re: Pre-Game Planning Period

Post by LtSoucy »

Its up to the server admin to decide. PR team has no say.
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Bonsai
Posts: 377
Joined: 2006-11-10 13:39

Re: Pre-Game Planning Period

Post by Bonsai »

AnRK wrote:(...)
I thought he might have been suggesting some briefing room kinda thing, that everyone has to watch, in a kinda ATC kinda style, so you'd have to watch the commander put up orders on the map before the game starts. Obviously something that cool wouldn't be possible, plus you'd have no way of selecting your spawn.
I`d wanna bring this topic back...as right now there is no possibility for a CO to brief anybody until the game has started and the squads have already been made.

Current Situation:
  • Because of the squadbug there are no squads before 1:30 to the game. And seldom more than 2 squads before 0:30 to the start.
  • A CO has no influence on how many squads there will be or their profession.
  • A CO has no possibility to introduce himself and to present his plan.
  • Or even to discuss the plan briefly.
Why now?
  • With the removal of the RPs (if it will come true) team-sized decisions and planning is becoming much more important than the skill-level of single soldiers or squads.
  • The introduction of mumble (if it will come true) and its squad leader channel will give the teams a prefect tool for intersquad and teamwide communication.
So my question is simply - any plans on improving this situation?
If you know the enemy and know yourself you need not fear the results of a hundred battles. Sun Tzu
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Pre-Game Planning Period

Post by maarit »

agree.
when round start,everyone just jump in the vehicles and go off without any bigger plan.
it reminds me like a formula one start off.
Nick_Gunar
Posts: 215
Joined: 2009-10-20 07:54

Re: Pre-Game Planning Period

Post by Nick_Gunar »

Then we should encourage people to go on mumble for this to work (the few servers I am in, there are a very very few players on mumble) as the only squads available just after 1:30 are the apc and heli ones.

I think the squad creation is hardcoded but it will be awesome to have a somekind of briefing room (when nobody is on mumble of course) to let SL decide what they'll do. Most of the time they attack only one direction leaving half of the map empty.
The best victory is when the opponent surrenders of its own accord before there are any actual hostilities... It is best to win without fighting.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Pre-Game Planning Period

Post by goguapsy »

I agree to have 5 minutes... BUT BUT BUT THERE IS THE SQUAD BUG!

When I make the squad (precisely at 1:30 or 2:00, depending on the server), we have the comm checks and kit selection. Sometimes we have a 30 seconds wait and sometimes, I don't finish answering questions because we spawned.

What I mean is, fix the squad bug somehow and increase loading. Perhaps a squad locker to 4:00 minutes so no one gets "compromized"?


BUT ... most servers don't have a commander. Therefore...
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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

Re: Pre-Game Planning Period

Post by BloodBane611 »

I don't think adding time will really get people to organize more. There's plenty of time for the commander, if there is one, to tell the team what squads need to do. If they're not doing it now another 2 minutes will just leave us waiting that much longer.
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Nick_Gunar
Posts: 215
Joined: 2009-10-20 07:54

Re: Pre-Game Planning Period

Post by Nick_Gunar »

BloodBane611 wrote:I don't think adding time will really get people to organize more. There's plenty of time for the commander, if there is one, to tell the team what squads need to do. If they're not doing it now another 2 minutes will just leave us waiting that much longer.
I am not exaggerating but I see a commander once in 15 plays really. It is true that being commander for 2 hours (or less depending on teams) is not very appealing. If the maps last 2 hours, usually commanders stop after 20 min.
The few servers I play (mostly French, German, UK,...), there are no commanders, 3 people on mumble and a bunch of squads acting on their own and no coordination at all (usually attack a flag, loose the flag, recap the flag and so on...).

I know there are players who wants to rush in an apc or truck to cap flags or get kills but it ends usually in a quick defeat or if we are lucky a win. Playing three 10-min-map in a row is quite boring...
The best victory is when the opponent surrenders of its own accord before there are any actual hostilities... It is best to win without fighting.
Bonsai
Posts: 377
Joined: 2006-11-10 13:39

Re: Pre-Game Planning Period

Post by Bonsai »

BloodBane611 wrote:I don't think adding time will really get people to organize more. There's plenty of time for the commander, if there is one, to tell the team what squads need to do. If they're not doing it now another 2 minutes will just leave us waiting that much longer.
Basically I agree. the given 3 minutes are enough. What we lack is a "tool" or better to say "base" for the CO to introduce himself, present his plan and to assign roles in these 3 minutes.

Currently the squad-bug takes away 1:30 of that time and the remaining seconds are used to get the squads filled up - or not.

---
If you compare it to the squad leaders situation it is like following:

Squadleader:
3 minutes to the game - 1:30 to decide whether you will lead a squad or not.
Checking the map to get an idea of what could be needed to win.
Deciding to make a squad and to lead some troops into battle.
Naming my squad accordingly. (i.e. Defence or Attack or Armour and so on)
Waiting for other to join my squad.
Assigning kits and roles.
Explaining the squads purpose.
Gamestart.
Let`s rock!

Commander:
3 minutes to the game - 1:30 before there are any squads at all.
Applying for the CO position.
Wait.
Confirming the choice.
Textmessaging my team that I need x infayntrysquads and x armour squads...and so on.
Wait.
1:30 to the game. There is one squad that has filled up in less than 10 seconds. That`s all. Not sure if I should already assign this squad to something. I can talk to them and ask them what they are planning to do. But that doesn't help me much as I have no idea how many more squads there will be.
0:30 to the game. There are now 4 squads. 2 are 2-man locked and not answering to my voip requests. The other two I have assigned to defend and attack.
Gamestart.
I have only 2 squads that do anything to get my plan to work. I had planned to flank the enemy...but there was noone I could send to the coordinates I had in mind.
More squads are now being built. 30% of them either are not answering or ignoring me as they think they know better what to do on this map.
No time to explain my overall plan as most of the players are in the heat of the battle already.
I try my best...and take the blame for decisions that are good on a teamsized level but not what specific squads are up to.
I explain every single squad what to do and hope they follow my orders.
Last edited by Bonsai on 2009-11-14 18:26, edited 1 time in total.
If you know the enemy and know yourself you need not fear the results of a hundred battles. Sun Tzu
Nick_Gunar
Posts: 215
Joined: 2009-10-20 07:54

Re: Pre-Game Planning Period

Post by Nick_Gunar »

'[BF2 wrote:Bonsai;1182846']Basically I agree. the given 3 minutes are enough. What we lack is a "tool" or better to say "base" for the CO to introduce himself, present his plan and to assign roles in these 3 minutes.
Then, after the map has started, only squad leaders can join the commander in his commander operation room and then they have all the same map (the commander one) to establish a real strategy.

Less muscle, more brain for a good game.
The best victory is when the opponent surrenders of its own accord before there are any actual hostilities... It is best to win without fighting.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Pre-Game Planning Period

Post by Rudd »

an extra minute would work well imo, some people take a while to load up.

I'd hapilly wait another 60seconds to start if it means that teamwork is better overall.
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the_ganman
Posts: 151
Joined: 2009-07-27 21:00

Re: Pre-Game Planning Period

Post by the_ganman »

I agree, but the problem is often squads dont listen to orders or what not. Be awesome if the commander could disband or kick members of the squad.

If we bring back that the CO needs to approve stuf for the squad. if the squads not playing teams wise, CO just gives them nothing, squads disbands on there own terms.

Something ATC like be awesome, all members could attend that way they can hold there SL to the orders given by the CO. .


or perhaps a server side modification, where as if the co complains that a squad is not doing its job, admin gives em the boot. Only on good admined servers would this be good. And admins should only respond to good CO complaints.
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