Posted: 2007-07-31 12:35
Easy to say when you play against bots...2ACR>Shaw wrote:All i can say is kill FASTER then you wont have this problem...
Easy to say when you play against bots...2ACR>Shaw wrote:All i can say is kill FASTER then you wont have this problem...
Listen, buddy, this argument carries no weight. If you recieved gameplay change from the devs each time you complained about having *almost* killed that tank, or *almost* killed that entire squad but only got 3 of them, this game would never have gotten past a 0.2 release.IAJTHOMAS wrote:Think about it from the other squads perspective, he may have set up a great ambush, got his squad to move togther, keep quiet etc etc. They open up on you killing all but the SL. 30 seconds later these 5 kills are meaningless as they have respawned an know exactly where you are. T
Here's my biggest fear as far as spawning on SL's or not goes.Red Halibut wrote:I've had a little sleep on this, and I am coming to like the idea of removing or altering SL spawn.
Summarising what I have heard so far there are four basic ideas put forward:
1) No Change
2) Require X players to be alive and close to SL to allow SL spawn
3) Require SL to be more than X metres away from a CP
4) Remove SL Spawn altogether
The one that appeals to me the most is Number 2. This has a couple of advantages.
1) The "Ambush Scenario"
You wipe out three guys in a squad. OK so the SL and two others are still alive, but the other squadmembers have to Tab it back from either their RP or Base, severely denting their efficiency. Alternatively you wipe them all out except the SL. Well now he's on his own, with no support and you have blunted the Squad's Attack capability for a good few minutes in that area.
2) The Flag Capture Scenario
Squad Leader hides out, the rest of the guys rock up the the CP and get fragged by a good defence. Not enough left to respawn at SL so the CP cap is over.
IMHO That suggestion offers the best compromise. What do others think?
Yeah well written, and spoken for many. In real life you get to fire your gun how many times a month? Being a soldier is a full-time career. Playing a bf2 mod isn't earning me money yet.Red Halibut wrote:Hmmm,
As much as I like this idea, it takes PR in a direction that makes me less likely to play it.
"Why?", you may ask, "What's wrong with making it more 'realistic'?"
Well speaking personally, the problem is simple. I'm nearly 40, married with two kids and with limited gaming time. I cannot join an active PR "clan", because I can't commit time to showing up for "squad practice" and I certainly can't make myself available on a Saturday Afternoon for a clan match.
Removing SL spawn without some form of alternative being provided moves PR in a direction of requiring more teamwork. That is prima facie a good idea, but at some point a line gets crossed where playing on public servers (i.e. not as part of a clan team) becomes next to impossible because of the requirements for co-ordination.
If, or when, that happens then with regret I'll have to hang up my size 11s and go and play something else. Not because I want to, but because for me all the fun will have gone and I will just become increasingly frustrated with the lack of teamplay while not being able to do anything about it.
I stopped playing World of Warcraft when I reached level 60 because all the interesting content required being part of a 40-man RAID. These started at 7pm and because I couldn't commit, there was nothing left for me.
As a plea, for those of you punting the "In Reality you don't spawn in on your squad leader" line, While I agree with you, I would respond "In Reality, I only have the time to play after 9pm UK time, three days a week, and I have to hold down a job. I don't 'spawn' *anywhere" (despite my name).
SO here's my summary: I don't have a "game" reason for objecting for the removal of SL spawns, but at some point in its relentless drive for reality PR is going to have to ask itself whether it wants to remain playable on public servers or whether it will really only be playable if you are in a clan with the time to devote to it. I *personally* believe we are getting close to that point.
-Which shows that teamwork is not high on the list at the moment. This is not a point in your favor.Ace42 wrote:You're right, I was concentrating on the bit where you said you were the only squad with a rally point out...
-Ok, I want a realistic experience, I do not want to get shot in the face... And neither do I want to declare war on Sweden everytime I want a realistic experience.And yet you are spending money playing games in preference to receiving it for a more "realistic" experience.
-Ok, let me clear it up for you; I want a game that mirrors reality as good as possible considering it's aims, I do not want reality.The difference is purely grammatical, reality and realism are synonymous according to Princeton's wordnet. Unless you are talking about an abstract philosophical concept related to solipsism or a 19th century french artistic movement...
-But then again, you probably haven't served as a Combat Engineer either... And I do mean it.Yah, I'd say that too if I were in your position. I wouldn't really mean it, though.
-It is not punishment, it is reward for teamwork. And I don't care if people who want to play vBF2 leave the mod because this mod is not meant for them. How do you not get this? PR is a niche mod, the niche being REALISM. It's in the name, it can't get any less clear than that. If you don't want realistic gameplay then go find another mod. Go play POE or something.That is painfully naive. Punishing people who don't / won't play in a way that you prefer by wasting their time won't magically change their character or gameplay style or expectations. All it will do is frustrate them, many to the point of leaving. So you get people fanning out all over the place from main instead, like that's so much better. If people cared enough about spawning to change their gameplay style, they'd all be moving with the SL and protecting him anyway to preserve a convenient spawn. They generally don't, so it is ridiculous to think they'd protect a distant rally, or even care enough to set one up when they can be running into the action.
-Thank you for completely misunderstanding what I said.It's not a sewing circle... Take away the community, you get botmatch, you get no mod. And the nature of the community is contingent on the nature of the game. Ergo, change the game, change the community, change the gameplay you find on the servers.
-I'm sure there are, but here I am an it says Project Reality on the dogtags...Then you made a mistake. The BF2 engine isn't particularly capable of delivering realism, as the dozens of red suggestions on the forum indicate. I am positive there are dozens of alternative mods on dozens of alternative engines that can give you hyper-realism. I'd wager you try them and go "not for me", because the gameplay invariably sucks.
-We'll make that when we get the Matrix up and running. Meanwhile, back here in the real world there are limitations. We can't cram thousands of people into a PR server and so a significantly smaller number of people must simulate a large scale battle with combined arms and so your blah-blah-blah'ing is of little significance here. And if you're wondering, I don't want a perfect simulation of reality where I have to go take a **** every now and then(Though it might actually be interesting to try out such a simulation once in a while... No, not a "take a ****" simulation...), I want a game where teamwork is paramount, where tactics actually have an impact, that is what I want. Get it?Realism is not intrinsically fun. If you TRULY wanted realism, you'd want one life per round, and if you're hit in a limb (enough to be incapacitated) then you're off the front line and can't play again. You'd get maybe 3 minutes of game time every hour. Medics would be totally redundant, as even if they patched a soldier up, he'd be out of the game indefinately due to the injuries, and mechanics likewise as people don't get out with a spanner in the middle of a firefight to patch up a near-totalled tank. There would be no commander assets, no bunkers, firebases, etc unless round-times lasted weeks, and there were teams of players sitting around doing nothing but spannering them up for a couple of hours and convoys of trucks driving them back and forwards.
-It's called simulation, you don't actually have to start off from childhood, grow up, join the army, then get back to the action...And let us not forget that, objectively, players popping into existence next to a SL is EXACTLY as realistic as them popping into existence next to a bag.
-Now you're catching on.You make the distinction between "reality" and "realism" - although there is no literal difference, from your attitude I think it is safe to say that your personal distinction is that "realism" is "just enough reality to suit you", and hang what anyone else finds playable.
-And I agree with alot of what you say but they are all things I'd like to see changed/improved and so have no bearing on this topic in my case.Having read the preamble on the suggestions forum, I thought it was important to note the "making the game realistic, WHILE MAKING SURE IT STAYS FUN" (my emphasis) caveat. You seem to want to change a game into a simulator. Your choice, your preference, but really really fruitless given that the BF engine isn't as open as a whole load of other FPS ones that would allow a mod to be coded from the ground up, objectives and all. For all you saying "I don't want to play just BF2 with one-shots" - you seem to have over-looked the obvious fact that the game mechanic is pretty much identical - "take flags to stop ticket bleed" with a couple of twists added for originality's sake. That's not a realistic game model, it's a BF game-model designed to create a competitive game environment, not a "realistic objective-orientated combat simulation".
-And I have that too...Operation Flashpoint would see to be more what you are looking for maybe...
its sad, but true. I play this mod more than most players, and if I really want to 'win', this is the tactic I will use cause I know it gets the job done.gazzthompson wrote:at the moment squad leaders job when attacking a flag is to hide in a corner and let his squad spawn on him , how stupid is that ? squad leaders need to LEAD not sit there , they need to be fighting aswell.
If a squad want to fly across a map to a distant city.Land. Get out. Scope out the city watch all the little people move around and the tanks. Then right as they start to move have some crasy bot shoot you ( not your friends you) in the head and die and have nothing you can do but wait till everyone comes back or take the 10 minute trek back to them. Oh and then right as you get there they die.Biggaayal wrote:I really think a lot of people in this thread should go buy ArmA, because it does what you people want a lot better then Project Reality ever will.
I have never given this order. You seriously tell one man to go hunting a SL while the rest of your men bumble around making noise as a distraction? No wonder you are so frustrated! This seems like a gigantic waste of resources to me.An assault on a position could take several 'waves' to finally kill the squad leader, creating needless firefights that are won and lost dependant on killing 1 player. Trying to approach this in a tactical manner is just an exercise in futility and frustration. The best thing you can do is get your best player, and tell him to go kill them all in the back and look for where they are spawning, then kill the guy spawning them. Instead of approaching the situation in a realistically tactical way, you are approaching the situation in an very videogame like fashion, which is not what PR is about. With the current setup with squad leader spawning, approaching a CQB situation in any kind of tactical manner is just asking to get killed. This is exactly what I do as well as others do in a CQB situation: send out a man you know who is good at not dying, and find their squad leader. Have everyone else run around like crazy to confuse the enemy while your one good man does the job
I want to play PR in an environment that promotes teamplay, with roots in realistic modern day tactics and manuever. SL spawning promotes my squad working with me, and in addition gives my(as SL) place on the battlefield HUGE importance.However I think myself and alot of other PR players and military veterans want to play PR in a realistic fashion, and things like squad leader spawning are really not promoting that style of play.
There are many times my squad(or at least a part of it) has fallen back to support another CP, or re-capture one that has been "greyed" behind our lines. The AAS game system promotes this ebb and flow of battle, I love it!Unless your squad leader is knocked out there is NO reason to retreat or fallback.
Unfortunately BF2 will never be able to impose Morale Consequences on human beings playing a computer game. Again, my squads regularly fall back to re-secure objectives in our "backcourt", this happens as the enemy pushes forward. However, in my experience, many games my squad spends half of the game defending one CP, so that our frontline remains the frontline. That's ok with me.However because its basically a 'free' spawn point for the squad members, they will continue spawning there even if its tactically a bad decision. Falling back, re-grouping, etc is very much a huge part in modern warfare. In PR right now there is not many times if ever I have seen another squad do this. Why should they? Well with removing Squad Leader spawning it will become a tactic of necesity, which I think is a great thing! Breaking the enemy and taking out half their squad might make them reconsider their attack, and have them pull back to regroup. Would you not want more realistic behaviour if it was feasible to do?
On Mestia for example, we don't even use the transports at the outset of the game. We take off on foot so we don't give our position/objective away. On Op Phoenix, however, there aren't enough transports for the US side yet. This map isn't ready for v0.6 yet IMO.The third reason squad lead spawning is bad for gameplay is that it negates the purpose of the transports for your team. APC's, Helicopters and Jeeps are really only of value during the starting of a new map, after that you will never need to transport yourself to the frontline if your squad leader stays alive.
I have yet to find a player that LOVED to play the transport guy. Usually after the driving's done they join the squad and its objective at that time.Right now players LOVE to play as the transport element, but because of all the different choices to spawn, they are of little tactical value. Would you not want to give some value to these players, increasing the depth of gameplay and the teamwork needed to accomplish a mission?
I understand your intent here fuzz, but I think having the tactical option(of spawning on the SL) far out weighs the slap on the hand received by not being able to.The fourth reason is a major one for building deeper tactical gameplay, and it is CONSEQUENCE for actions in game. Much like doubling spawntimes for all players, removing the spawnpoint on squad leaders will make the consequences for dying alot more apparent. If your squad makes smart tactical decisions, you will be rewarded and will notice high success rate on assaults and defenses. If your tactical decisions were poor or you were not even thinking at all when making an action, your failure will be much more noticeable.
Wow. So the SL should run in all Rambo style leading from the front eh? That is tragic allocation of current resources if you ask me.gazzthompson wrote:at the moment squad leaders job when attacking a flag is to hide in a corner and let his squad spawn on him , how stupid is that ? squad leaders need to LEAD not sit there , they need to be fighting aswell.
Just because a person says he doesn't want one thing, doesn't mean he wants the polar opposite.indigo|blade wrote:Wow. So the SL should run in all Rambo style leading from the front eh? That is tragic allocation of current resources if you ask me.
No wonder you don't want folks to spawn on their SL.
LEAD + fighting aswell = RAMBOgazzthompson wrote:squad leaders need to LEAD not sit there , they need to be fighting aswell.
how did u get that ? lead + fighting = should be what leaders do.indigo|blade wrote:The guy just said, and I quote:
LEAD + fighting aswell = RAMBO![]()