Page 9 of 9
Posted: 2007-08-02 00:37
by IAJTHOMAS
Also, I think it must be recognised that the suggestion doesn't invisage removing the spawn without other gameplay changes being made. For instance, I would suggest reducing SMs need to set a rally to 1/0 and that the distance from flags that rallys can be set to map specific. For instance EJOD and Hills of H would need alot shorter limits due to flag layout
Posted: 2007-08-02 01:27
by MajorPwnag3
I agree that spawning on the squad leader is unrealistic and should be removed. In terms of realism, people get transported to a battlefield by vehicles, such as APCs and helicopters, and are also stationed at various strategic locations, bases, or staging points. All these things correspond with rally points, main base spawning, spawn cars, and fire bases, but none are similar to a soldier suddenly appearing in the middle of a battle. Without squad leader spawning, people will need to plan attacks carefully and use rally points, or else their squad will be wiped out, rather than charge in with the comfort that, if they die, they'll be back in the fight before the enemy can rest and re-arm in time for another wave anyway. This would be beneficial to attackers and defenders, too. On the attack, once the enemy is dead, you can be sure that they will stay dead and not ambush you thirty seconds later, and , on defense, you can be sure that you will not be attacked by a five man squad that seems to keep appearing every thirty seconds or so until you can no longer hold out. I do think that rally points will need to be changed to accommodate this, but I'm sure the Devs will be able to keep it balanced in the end.
Posted: 2007-08-02 13:00
by indigo|blade
***Posted here upon request***
One more point I'd like to make about the positive effect of SL spawning:
1. From my experience on our [DVB] server where, on most nights, I lead a squad made up of entirely non [DVB] players, it is easier to keep the squad consolidated(and therefore much easier to manage) and on task then it is when the group has to start over from the Main Base.
Now before you bash my point down, let me say this: I think Starting over from the MB is a good consequence overall. Getting knocked back to your Main Base should be a demoralizing/frustrating/wtfdowedonow kind of event. And I think it is now.
However, if you take away one more way to keep things under control, you give the "omg our squad got HAT'd AGAIN and we have to start back at MB AGAIN" a much higher ratio of happening per game.
From my experience, this happens 3-5 times per full game with an experienced squad, depending on the map. With a newbie squad, double that rate. Without Spawn on SL, double that rate again no matter what the experience of the squad!
What does this give us?
1. Less room for error. Making one mistake by one squad can be the deciding factor in a whole game, as the enemy will be able to roll you that much easier.
2. Faster games. Why? Because that one mistake keeps you pinned at your MB while the other team consolidates and bleeds you out. "Use your APCs and flank them!", you say. They see and hear you coming from their new positions, especially on the new SUPER SIZED maps. Which are great, btw.
Oh, you have a bunker deployed? Great! Except within 2 weeks all of the regular players will know where all of the best places on each map are to drop the damn things and they will get camped/HAT'd to hell and back. And if you don't use the best places, they will be out in the open and will get shot anyway.
3. fstropez!1!! No seriously. k but in all seriousness this gives us more whining about base camping on the forums. Mmm, whine.
Beyond all of that, I think this build has a very nice ebb and flow to its battles. When things go wrong you aren't completely up a creek, but you can definately tell the momentum has shifted. This is one mark of a good game, IMO.
Posted: 2007-08-02 14:22
by Bonsai
I still think it should be removed.
Maybe it`s because i`m one of those who want to win because of the strategy?
Or because i enjoy transporting people to the front?
Outlawz wrote:Yeah and removing the SL spawn will take pressure off the SL. At least for me, because my squad wont have to focus on keeping me alive, while they get massacred and just pop out of my behind and going back to battle.
But puts pressure on keeping RP alive and protected.
Yep! The RP system needs some modifications. I think we all agree on this.
Maybe two different types of Rallypoints?
The one we have, easy to destroy, as long as it is requested in the wilderness or enemy controlled area and a hard to destroy RP as long as it is requested nearby a friendly CP?.
Posted: 2007-08-02 16:32
by fuzzhead
Hard RP = Bunker
My opinion is if squad leader spawning is removed, then removed the 'distance' restriction on setting RPs. Cause even if you place it directly near a flag, you can 'hear' them now and just take it out.
and thank you major pwnage that is exactly my same feeling. PR is too fast paced. It gives the defenders NO TIME to breath.
without squad leader spawning, people will need to plan attacks carefully and use rally points, or else their squad will be wiped out, rather than charge in with the comfort that, if they die, they'll be back in the fight before the enemy can rest and re-arm in time for another wave anyway. This would be beneficial to attackers and defenders, too. On the attack, once the enemy is dead, you can be sure that they will stay dead and not ambush you thirty seconds later, and , on defense, you can be sure that you will not be attacked by a five man squad that seems to keep appearing every thirty seconds or so until you can no longer hold out.
Posted: 2007-08-04 21:26
by TheTank
In addition to what MajorPwnag3 said the defenders have a bonus of not having to search for that one guy everyone spawns out of. In many games I have seen lone wolves enter a base and then *poof* soldiers spill out like some kind of beetle full of clowns. Heck I have even done it.
Sure SL spawning is ok when on the other side, that beeing the flag, there can be more people spawning out of.
If we remove one we should somehow regulate all. One thing I often hated while playing BF42&2 was when you besieged a flag people kept spilling out because you had no way of stopping them from doing so.
Posted: 2007-08-04 21:48
by Ace42
tekkyy wrote:I find that a little insulting.
You do know whats the aim of project reality right?
Yes, I do, having reading and cited the aim in another thread, and looked at the ethos behind the mod in depth, and had my conclusions pretty much agreed to be several devs. That leaves the question: Do *you*?
And no point talking about other games.
Then perhaps you should tell the next person who says "go play vBF" to go stow it?
Posted: 2007-08-05 12:28
by TheTank
Ace42 wrote:Then perhaps you should tell the next person who says "go play vBF" to go stow it?
Strange, isn't it?
People who come to a mod that was created because people wanted something different then tell other people who want something different to go somewhere else.
Is it only me or is that ****?
Imho only Mods should be allowed to tell people what to do and warn others for doing so.
Posted: 2007-08-05 15:12
by arjan
Remove .,, more teamwork and no lonewolfs,, i think
Posted: 2007-08-05 17:51
by tekkyy
Ace42 wrote:Then perhaps you should tell the next person who says "go play vBF" to go stow it?
What do you mean?
What I meant is that the we are all here hoping to have a great time with a BF2 mod. Not other games.