General flow of enemies.

Post your feedback on the current Project Reality release (including SinglePlayer).
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: General flow of enemies.

Post by Solid Knight »

Heskey wrote:I'm just going to throw this out here, re the value of life...

I read an opinion somewhere where someone suggested:

1.) Removing the ability for an RP to be permanent (and thus being used temporarily to simply rally a couple of dead squad members whilst in the field)
2.) Allowing teams to only build 2 FOBs each.

I thought it was quite interesting, and would certainly add value to 'life' and caution to manoeuvres. Imagine a map like Black Gold with only 2 FOBs and a main base to spawn at. There would be better utility and value in trans vehicles, and squads could be out in the field for an hour or so trying to keep themselves alive (and using the medic kits like the clappers), because respawning will take them way back, progress wise.

More than likely, it would kill the game. Eventually one team is going to overrun another team's FOB and that is going to result in a massive steamroll once that happens. People will quite out of frustration because nobody enjoys having to spawn really far away from the fight.

Might as well champion the removal of respawning. You only die once.
Max_Damage
Posts: 6
Joined: 2013-12-27 20:36

Re: General flow of enemies.

Post by Max_Damage »

Some maps are frustrating in this game. You die. you choose a point to spawn on. it decides to spawn on the base instead. have fun getting into action the following 10 minutes. Some maps make me ragequit.
Hell
Posts: 15
Joined: 2013-06-29 15:28

Re: General flow of enemies.

Post by Hell »

@ Max Damage, its simply because you spawn on a squad's RP. If its not your squad's RP then you'll automatically spawn at the mainbase...
tankninja1
Posts: 962
Joined: 2011-05-31 22:22

Re: General flow of enemies.

Post by tankninja1 »

ChallengerCC wrote: A also simple solution could be:
You place 1 objective that consists out of 2-4 smal(tiny) flags (not like in 0.98 1 big monster flag).
Until you dont have all 3 flags you dont get the obj.
The mapper is flexible and can place it more together or spread it more so you can concentrate or decentralize the players. He has the full freedom to adapt to the given map grid/object.
To get 1 smal flag, 1 or 2 players more are only needed (fast capping speed).
(And dont make T-Buildings a flag or rework them) :)
I agree with the flag idea. In the past maps with more flags tended to be more fun. Rounds seemed to end more evenly more of the time, and teamwork seemed to increase because teams would need to set up more FOBs to secure newly taken flags.
Image
Not_able_to_kill
Posts: 202
Joined: 2008-03-05 11:37

Re: General flow of enemies.

Post by Not_able_to_kill »

Uh... stuff being too CoD? Seriously?

Firefights are fast paced, especially urban ones. They keep coming and coming? Well get some fucking more support. More suppressive fire.

32 vs 32 was fucking boring, seriously. Only like, what, about 10 players as inf on most maps and most using assets? You'd only have about 8-12 people shooting at a flag and the firefight would be insanely slow and you can just waltz around in the middle of the street not fearing a thing.

I was playing Ramiel the other day and it was low-pop time. Just 64 players on the server and oh my god was it a bore, I can't believe it how I (we?) managed to play with a max amount of 64 players before 1.0
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