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Posted: 2007-01-19 16:00
by Rhino
Mekstizzle wrote:hahaha
I'd rather spawn at a back flag! Spawning on APC's or these Rally points just reeks of "spawn then die instantly"
depends where your Squad Leader put the rally point. If he hid it well then it will probably not get found. But if hes put it right in the open etc a guy is going to see it.
As for APCs, they do have a cannon and can protect them selfs. will take quite afew light ATs to kill them now aswell. just be afried of the Heavy AT.
Posted: 2007-01-19 16:01
by Mekstizzle
Yeah it'll all work out. Especially if H-AT takes 30 seconds to reload!
Posted: 2007-01-19 16:42
by Top_Cat_AxJnAt
30 seconds in llllllllllllllong man! I think 20secs would be more reasonable but you DEVs sort of know best so, i sort of trust you on that 30secs.....
Posted: 2007-01-19 16:44
by Freshmeat
now with the HAT will it destroy the APC and Tank or/also could it just Disable them depending on where they are hit?
Posted: 2007-01-19 16:50
by Jedimushroom
These rally points seem a good idea, but worries over realism abound.....
'Sir! We have just received a new shipment of teleports, unfortunately, some of them were stolen by the chinese, the MEC nabbed a few and a couple were lost in Afganstan and we assume picked up by rebel forces!'
'WHAT?????'
'well, it will help with balancing issues, sir.'
Posted: 2007-01-19 16:58
by dunkellic
this may be a stupid question, but anyways: will we still be able to spawn on sl`s?
Posted: 2007-01-19 16:59
by Rhino
Freshmeat wrote:now with the HAT will it destroy the APC and Tank or/also could it just Disable them depending on where they are hit?
lol, that reminded me about testing yesterday when duckhunt crept up behind nightwolfs tank, and nighwolf aint played for quite afew builds and duckhunt managed to get a light AT into the back of him (he was shot by a tank shell before) and then he was in the turret and he was like "WTF has happend to my turret, it wont move, WTF!" hehe
and Jedimushroom (love the name btw

) spawning is just not realistic, and the insurgents don't get rally points

Posted: 2007-01-19 16:59
by Rhino
dunkellic wrote:this may be a stupid question, but anyways: will we still be able to spawn on sl`s?
yes, that question was answered on the last page

Posted: 2007-01-19 17:05
by PF-Greasy Monkey
instead of destroying the RP could the SL simply pick it back up to put it down at a new location?
like if the RP is discovered or if they have to attack a far away CP
this option would be good
but of course if the timer isn't too long... they would simply have to put a new RP.
an other question:
how do they appear?
do the RP simply apear like magic, like an inflatable RP?
are they dropped by planes like the suplies crates?
Posted: 2007-01-19 17:09
by Rhino
PF-Greasy Monkey wrote:instead of destroying the RP could the SL simply pick it back up to put it down at a new location?
like if the RP is discovered or if they have to attack a far away CP
this option would be good
but of course if the timer isn't too long... they would simply have to put a new RP.
an other question:
how do they appear?
do the RP simply apear like magic, like an inflatable RP?
are they dropped by planes like the suplies crates?
he dosent have to blow it up before he places anouther one.
They just blow up
AS he places a new one.
they just appear, theres really no other way of doing it.
Posted: 2007-01-19 17:15
by AtlantaFalcons
but what about flags? can you still spawn of flags?
Posted: 2007-01-19 17:21
by Rhino
AtlantaFalcons wrote:but what about flags? can you still spawn of flags?
maa, wish ppl would read the whole topic about this stuff....
on most maps you will only be able to spawn at main base flags. I am at this moment taking off the spawn points of the flags that dont need them any more and doing many other tweaks to all the maps.
Posted: 2007-01-19 19:22
by eggman
Hey Folks,
We'll hopefully get a decent update to the player guide and have a chunk specifically devoted to Rally Points.
It's obviously a major change in game play dynamics, but .. in the context of a realism mod .. well..... the current :vanilla" spawning mechanisms leave much to be desired.
And *without a doubt* there will be some issues with them, probably even some bugs.
But what has made PR a decent mod to play is that we've focused on game play dynamics, frequent releases (well except for that long delay to v0.4) and .. most importantly .. we've tried our best to respond to player feedback and incorporate changes in subsequent releases.
Hence you see me really trying to push the team in the direction of short and frequent release cycles. Like every 6 to 8 weeks would be ideal.
So yeah.. we won't get it perfect and yeah this is a "risky" change .. we're putting way more of the game dynamics into the hands of players (for a bunch of reasons we hope are good ones lol).
But hopefully we'll get it working pretty clean bug wise then address some issues in either a server side patch or a subsequent feature release.
Posted: 2007-01-19 19:33
by Valtasar
Do what you must, we belive in you guys!