Selective Deadzone-Antispawnraping!

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Topf
Posts: 320
Joined: 2005-10-29 01:39

Selective Deadzone-Antispawnraping!

Post by Topf »

Well here a very simple, but maybe the best option to prevent basecamping:
Install a deadzone over there, like it is on every map.
But this special deadzone only injures players that do not belong into this mainbase.
This is only for flags, that can not be captured(like many in AAS)

Should be possible to realise, shouldn`t it?

(Idea from [k]Tom)
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[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Reminds me of the Dome of Doom concept. I don't like it for the most part. Its unreal to suddenly break a leg because you walked into the enemy base. If anything, uncappable bases should be easier to defend. More stationary MG and AT placements, objects where players can take a conveinant base of fire etc. Maybe even a mine field if possible on some maps. Basically, without having god curse you for walking into an enemy uncap, that base should sport one hell of a defence. Almost making it impenatrable with proper teamwork on that side.
Deuce6
Posts: 888
Joined: 2006-02-28 00:22

Post by Deuce6 »

I like it, because realisticly, you will have base support troops. Your not gonna leave your base ungaurded. It would simulate a permanent gaurd force.
Elchewbacca
Posts: 105
Joined: 2006-03-20 16:02

Post by Elchewbacca »

Forgotten hope has something like that and it works pretty well.

In prmm though its a lot different. Usually you are not trying to defend your main you are trying to get out and people camp the main exits so yeah..
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RikiRude
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Posts: 3819
Joined: 2006-02-12 08:57

Post by RikiRude »

i think id like to see grenade launcher as well as MG and AT and AA inplacements at main bases, im talking MGs inside of little bunkers, AT in a somewhat hidden postition, and grenade launchers up off the ground to hit better and so on. then it would just simply be stupid to try to base rape. id even go so far as to have the spawn points at the main, at these inplacements, so if you are being attacked you are right next to one to start laying down some fire.
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00SoldierofFortune00
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Post by 00SoldierofFortune00 »

There will be no uncappables in .3 as they have stated already.
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Tracekill
Posts: 15
Joined: 2006-04-30 19:31

Post by Tracekill »

Deuce6 wrote:I like it, because realisticly, you will have base support troops. Your not gonna leave your base ungaurded. It would simulate a permanent gaurd force.

I thought the whole point of this mod was to escape the boundaries of simulation and achieve full and precise realism. Realistically, you do have base guard troops but to take up one of these positions is the option of the player. Realistically you do not get struck down by the fiery wrath of god for stepping within an unseen boundary.
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

Tracekill wrote:I thought the whole point of this mod was to escape the boundaries of simulation and achieve full and precise realism. Realistically, you do have base guard troops but to take up one of these positions is the option of the player. Realistically you do not get struck down by the fiery wrath of god for stepping within an unseen boundary.
Totally agree with that. This is Project Reality, and in real life if you don't stop the enemy getting to your base, you will be slaughtered. There's no need to have to add invisible protection to those guys who can't defend themselves. The 0.3 system relies on the ability to access mainbases as Commander assets work again, so they'll need to be disabled permanently. Not only that, uncappables are indeed gone too, so eventually the battles will move to the aircraft carriers and airfields right down the back. I never really get a problem with spawnrape, if it happens once I don't spawn there again unless I know I can deal with the threat. If I do get killed, yeah it's annoying, but I wouldn't want the system changing just so I'm safe. The battlefield is never safe.
M.0.D
Posts: 138
Joined: 2006-05-07 21:54

Post by M.0.D »

I do not know much about realism, but if you only have one spawnpoint left, and the enemys are nade-spamming it is really annoying.. i spawned 6 times, and died less then a second after spawning, there was nothing i could do.. then the end of the round saved me ^^

I would like to see at least a possibility to even recognize where you are, and where the enemys are, so you can even TRY to defend yourself
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BigEd88
Posts: 35
Joined: 2005-10-04 00:15

Post by BigEd88 »

00SoldierofFortune00 wrote:There will be no uncappables in .3 as they have stated already.

which to me is unrealistic, maps with an aircraft carrier should not allow it to be captured....because an aircraft carrier would not only have an enitre crew on it but also support ships around it.

Back on the subject of spawn camping, the fact that is happens is because of the unrealistic "people appearing" out of nowhere. I'm not saying we should go to an ameriacas army type 1 spawn in thing but I think a main base defense (made up of AI!? its seem "half competant" in offline mode) would really help out.
Malik
Posts: 1676
Joined: 2006-04-20 16:49

Post by Malik »

Or, shoot the enemies before they get to your last base. Nade spamming is out of the picture in 0.3 thanks to the 8 second 'reload' time, not to mention the fact that medics and engineers can't even use grenades any longer.

The capturable Aircraft Carriers are fine in my opinion, it's going to add some more fun to the game, having to board the craft from above or sneaking in the back. The fact is, unrealistic or not, in BF2 the marines like to bring the aircraft carriers to battle with no naval support. If you want it defending, do it yourself, it shouldn't be hardwired into the game.

I'm going to give 0.3 a shot, if I don't like it I'll discuss it, but right now I have nothing against it.
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