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Posted: 2007-04-28 19:05
by .:iGi:.BLACKWIRE
This man speaks the truth.
At times it's bad enough with the extended spawn times.

Posted: 2007-04-28 19:43
by Outlawz7
Soulja wrote:I'd like to see a version of Al Basrah with troop transport type trucks and they can only spawn at suburbs/palace. Would make the insurgents actually ambush the USMC so they don't die and it'd also give a VERY good incentive to destroy the bridges.
At least one bridge is destroyed, every time I play Basrah, unless USMC are TKIng pricks sitting around the airstrip, waiting for the A10 to pop up...

If you really want Insurgents to ambush the USMC, then remove the CPs and give them random spawn locations, like in the Xtract version of the map...

Posted: 2007-04-28 19:54
by system
I think rally points are great, but you shouldn't be able to spawn on them. I mean only having them for supplies.

Posted: 2007-04-28 20:04
by *2Recon*
system wrote:I think rally points are great, but you shouldn't be able to spawn on them. I mean only having them for supplies.
I like that. It seems we should see the more of the intended spawn system in the next version. Rallypoints is a great idea dont get me wrong but im a little frustrated when you and your 6 man squad go to an objective and clear it out from enemies only to have them attack you again in 40 seconds. It should be clear more longer.
One other thing i dont like to see is being able to spawn on other squads rally points. Im sick and tired of taking the time to get to a good position and lay down a rally point and suddendly have the "blue mob" start spawning on it because it might be closest to the "action", firing right next to it and giving it away. I hope this is something that will be changed in the upcoming version.

Posted: 2007-04-28 21:31
by eggman
er.. you cant spawn on another squad's rally point. well.. you can .. but we "warp" you to your main base (because we can't actually prevent spawning on them).

Posted: 2007-04-28 21:46
by youm0nt
'[R-DEV wrote:eggman']er.. you cant spawn on another squad's rally point. well.. you can .. but we "warp" you to your main base (because we can't actually prevent spawning on them).
Unless your own squad has a rally point then you can spawn on any other squad's rally point...
On this idea, it sounds nice on paper, but how does it actually play out... Like Ejod Desert, all it needs is have a good sniper in the city and just pick targets that spawn in on the main base... Then that squad will never get out of the main base unless by vehicle.

Posted: 2007-04-28 22:02
by *2Recon*
'[R-DEV wrote:eggman']er.. you cant spawn on another squad's rally point. well.. you can .. but we "warp" you to your main base (because we can't actually prevent spawning on them).
You can if your own squad has a rallypoint. I dont understand whats the point being able to spawn on other rallys than your own. Id like to see one being able to spawn only at his own rally and perhaps on the APC's.

Posted: 2007-04-28 22:23
by GeZe
'[R-DEV wrote:eggman']er.. you cant spawn on another squad's rally point. well.. you can .. but we "warp" you to your main base (because we can't actually prevent spawning on them).
they might be confused because atm (in .5), you can (it's a bug)

if your squad has a rally point set, you can spawn on other squad's rally points and stay there

Posted: 2007-04-28 22:24
by bosco_
*2Recon* wrote:You can if your own squad has a rallypoint. I dont understand whats the point being able to spawn on other rallys than your own. Id like to see one being able to spawn only at his own rally and perhaps on the APC's.
Its a bug as far as I know...
edit: As GeZe said.

Posted: 2007-04-28 22:25
by *2Recon*
bosco wrote:Its a bug as far as I know...
edit: As GeZe said.
Copy that. No further questions.

Posted: 2007-04-29 00:27
by Rick_the_new_guy
Great thinking and effort on the creator of the thread. I like it.

However, the .6 spawn changes and maps will be tweaked quite a bit from .5; thus I'll will wait to see how .6 feels before endorsing.

I like how in .5X the SL becomes part of the 6 man/woman squad. In PR, the SL can lead up front and by example and get the job done when the fire-team leader/s are green or have low twitch.

Getting rid of the Rally Point spawn feature would kill this for me.

Plus, the discipline of the average players would make this a logistical nightmare and would be frustrating to those who want to always attack and assault (dieing) and for those who like to coordinate assaults and defenses.

But again, interesting idea, but .6 will need to be played before such changes take place in AAS, or a new game mode.

Posted: 2007-04-29 00:37
by eggman
'[R-PUB wrote:GeZe']they might be confused because atm (in .5), you can (it's a bug)

if your squad has a rally point set, you can spawn on other squad's rally points and stay there
Actualy it's me who is confused lol .. been working on v0.6 so long I forgot :p

Spawning at mains only has a part in small maps within the current game modes played in PR. But we want larger maps driven by the fact that the full arsenal in the engine (combined arms) requires large maps to not be very gamey in the dynamics.

This is accentuated by the fact that in PR the weapons are of very high realism fidelity when compared to vBF2 (range, speed, damage).

So to match up with those large maps we want a completely player controlled *and* destroyable spawning system. The only place that will have fixed spawns is at the mains. But APCs & mobile spawners, Rally Points, Bunkers & Forward Outposts (and squad leaders for the time being) will remain as the key elements in the forward spawning system.

Rally Points are changing a lot in v0.6:

- must have SL + 3 members (4 total) in close proximity for SL to set one
.. rally points are typically just a hand signal given by a patrol leader to represent a rendezvous point on military patrols, and we want them closer to this metaphor

- they are much easier to destroy
.. knives are the preferred mechanism for taking one out, 2 swipes with a knife will destroy one

- can NOT set a second rally point if your team has lost a CP
.. your patrol is recalled

- 100m from any CP
.. maps are getting some breathing room by having some CPs removed as well as mapping guidlines evolving to have a good amount of travel room in between CPs

- they can't be wall hacked

So uh.. like it or not they are not going away, nor are the other above mentioned elements of the PR spawning system.

Posted: 2007-04-29 00:41
by 77SiCaRiO77
mm, sounds like a problem in mutrah , but i think that rhino is working on it , so who know :p

Posted: 2007-04-29 00:58
by *2Recon*
All the changes sound great egg.

Posted: 2007-04-29 01:02
by l|Bubba|l
'[R-DEV wrote:eggman']- must have SL + 3 members (4 total) in close proximity for SL to set one

- can NOT set a second rally point if your team has lost a CP
.. your patrol is recalled
1. How close?

2. Do you mean with "set a second RP" to relocate the RP?
And which CP lost would have a influence on your RP?

Posted: 2007-04-29 01:07
by eggman
how close = like 5m from SL or some such.. can't recall, easily adjusted, but the basic idea that you have the majority of the squad within close proximity to the rally point location. This is a new and important change to how they work (and realistically is a design oversight in the first iteration of them). If your rally point is compromised (squad routed) you need to regroup again to set one.

basically we look at the CP count when you spawn, if it's equal or higher then you can continue on your patrol (set more than one unique rally point location). However if it is down from when you last spawned, you cannot set a new rally point if you have one already set but you can set a single rally point if you have not already set one.

Confucksing? Hehe well... don't play squad leader then ;)

Posted: 2007-04-29 01:19
by MadTommy
flippin heck mate.. your not wrong.. Confucksing.. i'll have to re-read this in the morning.. it's too late here.
Sounds like alot of the gameyness is leaving the rally points. :)

Posted: 2007-04-29 02:04
by Soulis6
Yea i'm impressed. All of my suggestions were really for 0.5 and the current system but with these changes i dont think it will be nearly as much of a problem.

A question though. If you lose a CP and can no longer set a new rally point, when you regain the ability to set new RPs? Do you have to recapture more CPs or how will that work?

I really like how your giving CPs more of purpose. Sounds they will actually be more important then just vague objectives with incentive.

Sounds great though. Can't wait for 0.6.

Posted: 2007-04-29 02:05
by Rick_the_new_guy
The close proximity is a great call. Seeing how the ruck sacks that represent the rally points are a collection of bags, not just the SL's, it makes sense for the squad to be around. Very sound.

I love how well thought out threads like these end up having the devs explain an extra detail about the next mod patch. Only those good comm members who read into such a thread willknow.

Posted: 2007-04-29 02:14
by eggman
Soulis6 wrote:A question though. If you lose a CP and can no longer set a new rally point, when you regain the ability to set new RPs? Do you have to recapture more CPs or how will that work?
when you regain equal or greater # of CPs to when you last set a rally point you can set another one. Or die and request a new Officer kit when you spawn at a non RP location.

I can't remember if your currently set rally point would prevent you from setting another if you spawne AT that rally point.

Open Beta testing will sort out the major kinks.. stuff like being able to spawn at another squads rally point hopefully won't survive the OB process.

Some folks wont like the system .. and we'll be open to minor tweaks and adjustments .. but primarily the purpose of the OB is to find bugs when under load / chaos .. not to redesign the system ;)

Keep in mind that for most of the Dev team PR still plays far too gamey and is not as tactically rich as we want it to be in terms of game play dynamics. Also keep in mind that the job / responsibility of a modern infantry section leader is a VERY complex and demanding career, so we want to make that role be a thinking man's game in PR.. and yet again moreso for the Commander role.

If you are confucksed by this... spawn as a base kit and kill the bad guys. For more complex stuff.. get a limited kit from the Quartermaster... and for those up to it .. Squad Leader and Commander roles offer yet more depth (particularly the commander in v0.6 really needs to be on the ball).