PeppeJ wrote: feel the game favours killing people as opposed to playing objectives at the moment, simply because you can make the enemy team lose more tickets by just killing people as opposed to playing objectives like capping flags, destroying fobs etc.
I'm all up for doubling the respawn time, and increasing ticket penalty for losing Assets and flags. Maybe even add a ticket penalty for losing a FOB?
Killing people
is the objective. Breaking their stuff
is the objective. Capturing points
is not the objective. Simply "capturing" an objective isn't a thing, you have to make sure no one is going to try and take it back or claim it as their own. Points in game serve as places to focus the fight, common places of interest that vaguely represent tactically or strategically important locations (or in PR, a random hill that's no taller than any other).
Commissar, look. Flags are already worth 30 tickets. Losing an FOB means your walk back to the combat zone could go from seconds or single digit minutes to double digit minutes, during which your enemy can take more flags or find a position to kill you better. An aircraft or main battle tank already costs more to lose than a full infantry squad and takes almost half an hour to get back in the fight once you look at travel time in a game that might not be more than about 1.5 hours long. How much would be enough? 50 tickets? 100? Should the round end as soon as a laggy pilot mangles his takeoff roll?
Since FOBs already represent something vastly more important than any amount of tickets,
time saved, how much in tickets should they cost? Should they be worth more than an IFV? An MBT? A fighter jet? Should FOB hunting be more important than fighting over flags? Should admins need a reason to ban people for griefing because the team thinks the FOB placement is stupid?
I don't think ticket penalties are good in any circumstances beyond dying. It isn't easy or natural to factor in what an action is going to cost in little numbers. People don't avoid dying in PR because it will be expensive, they avoid it because it will be boring. Asset users don't want to go back to slumming it with infantry for twenty minutes. You put FOBs in safe locations so that you only have to walk for 2 minutes instead of 8 when you inevitably get turned into so much raw meat by any number of incredibly lethal things that exist in this game. And before we have that conversation, I think times are a little high right now. Vehicles have to be strong because they are expensive to lose. Since they're powerful, they have to be expensive to lose. See how that loop develops? Bad things come from that loop. Don't increase their spawn timers, then they'll have to become more powerful to make up for the increased risk of using them. Nobody would ever take an unarmed humvee out of base if it were worth 1000 tickets (well, new players might, and then you have to ban them if they so much as twitch at it), it's just not reasonable game design. If you make them less expensive, you can make them less powerful.
You can't hardcode players. Trying to punish a behavior out of a subset you don't like just punishes everybody for no good reason.
zloyrash wrote:
When teams are balanced 95% firefights happens in yellow fight zone.
It sounds a little like you're under the assumption that when there were only 64 players it was common for muttrah and qwai to be more dynamic. Let me assure you from first hand experience that is not the case. That yellow band is where teams have always come to fight in the second phase of the round in muttrah because it is a natural barrier that works out to be the same distance in travel time from both main bases, meaning teams typically come to that point naturally at the same time.
Qwai has always had people camp/blow the bridges in an attempt to deny the enemy the other side of the river, requiring a reliance on border hugging helicopter drops or APC rushes over the least protected part of the water, or even straight swimming. Mostly people just tossed rifle bullets, grenades, mortar shells, tank and autocannon fire, ATGMs etc across the river at each other. Some teams didn't defend their riverbank as well as the other and the fight would break out when somebody could get an FOB across, just like it happens today.