General_J0k3r wrote:I think as long as the game is about flags and the mechanic is such that you need more people than the enemy on it - and as long as there are tickets - there will be no way that killing the enemy is not the primary objective.
Remove the large flags, point penalty for dying and simply force people to spawn further away so they value their life more.
On maps without a bleed it's naturally the primary objective anyways (for lack of the necessity to take flags). Barracuda on USMC springs to mind. You will usually not be able to cap out the enemy but you have to achieve a better K/D than they got.
Quite. If the PLA had to defend (say) 10 flags and not the 3 they have now they will find it much harder to keep the US at bay. The US will also be able to use off map support to stop the PLA using the current tactic of having 30 people on one flag!
If one had more objective based gameplay, like say blow sth up, take this or that position, whatever, then a one-life no revive setup would make sense. In ArmA it's the same. You would usually do a Coop mission in a no respawn setup and in this mission have to achieve a certain objective usually as opposed to taking out as many enemies as you can (at least that's the most enjoyable approch to no-respawn setups in my opinion). So my point is that this kind of setup would be needed to do away with killing the enemy as primary objective.
I completely agree with you here, if you remove the incentive to go kill everything that moves and give people something else to do (capture flags to win the game) then they wont be so keen to run off by themselves as they will achieve bugger all!
You want to make people more afraid of dieing? Up the possibility of a deadly shot (as in not revivable) and there you go. Have this possibility even if hit in the foot.
Well, nearly agreed with everything you wrote. Whilst there is some cover the game, its nothing like in real life due to hardware issues. Punishing people for this is abit harsh IMO
