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Posted: 2007-05-10 01:14
by workingrobbie
'[R-DEV wrote:eggman']use a more useful subject line. and maybe the search engine.
*snickers*

Anyone tell you that you're awesome?

Posted: 2007-05-10 01:41
by Teek
workingrobbie wrote:*snickers*

Anyone tell you that you're awesome?
I believe they have many times over :)

Posted: 2007-05-10 17:17
by El_Vikingo
ZanderArch wrote:If that was directed at me, then I'd suggest that you go and preform sexual intercourse on your self.
Image

Posted: 2007-05-10 17:26
by Taffy
I agree, but we have to get a balance between REALITY and ENJOYMENT. If you want it to be completely realistic, then surely once your dead, your dead, and you can't play again? Rubbish idea, but it's realistic. These are the points I disagree with most:

This is Reality remember? I don't remember soldiers teleporting into battle in Iraq?
- But then again, would you really enjoy having to trek to the battle every time you die? I don't remember soldiers respawning in Iraq, but it happens in-game.

If I own some turf you should be able to attack it - but it should be harder to capture than an area in the combat zone. - If anything, flags behind the enemy should be quicker to capture, as they won't be very well defended, what with the battle raging ahead.

The kit bag spawns are nearly ok - but would it be possible to make the model much bigger - like a tent or barracks or something? - So you want realism, yet you want the squad leader to single-handedly build a barracks in the middle of a battle, with hostiles possibly just metres away, in a matter of minutes? Contradiction?

Posted: 2007-05-10 20:08
by Outlawz7
Taffy wrote: If I own some turf you should be able to attack it - but it should be harder to capture than an area in the combat zone. - If anything, flags behind the enemy should be quicker to capture, as they won't be very well defended, what with the battle raging ahead.
Yeey, then have both teams fighting over one CP, while 3 guys sneak around and capture the whole frontline....I smell vanilla shitness....

Posted: 2007-05-11 02:36
by Jay
Taffy wrote: So you want realism, yet you want the squad leader to single-handedly build a barracks in the middle of a battle, with hostiles possibly just metres away, in a matter of minutes? Contradiction?
It wont be single handedly anymore. Now there needs to be at least 3 other people in close proximity to the SL if he wants to place a RP.

I forget the thred it was in, but the Eggman said it.

Posted: 2007-05-11 15:34
by Seirrah
I'm not totally sure about point 1, but I definitely agree with point 2. I've never ever liked the squad leader spawn idea, it's ridiculous really.

In my opinion...
The map spawn points should be enabled relative to what flag you've captured, but should be nowhere near the two 'front line' flags. Kit should be accessible from these points.
Squad leaders should set rally points as they wish, without kit being accesible from them.

If this was done then there wouldn't be long walks from the main base. You'd either spawn at your squads rally point, or the spawn-point behind the last point that has been captured.

Posted: 2007-05-11 15:53
by El_Vikingo
Take away the SL spawn, and he's just another grunt with a editable map.

Posted: 2007-05-11 16:04
by Seirrah
....with the ability to command his squad and talk to the commander

Posted: 2007-05-11 20:02
by chew6acca
If the flags you own are harder to capture then you will be more likely to have a spawn somewhere near the frontline.

The idea is that flags behind enemy lines are slower to capture - to 'simulate' the fact that they are 'defended' - even if there isn't anyone there.

At the moment pr sometimes dumps you at the main for no aparent reason - and that indeed sucks - but I am not suggesting that.

The idea of having a large spawn model is to make it harder to hide. It shouldn't be under the noses of the other team - that is unrealistic.

It would be very easy to see what a game with no sl spawn would be like - just don't use it. It's not that different.

If everyone did it there would be a level playing field - wouldn't that be cool?

But add the flag capture changes and the dynamics of the game would be fundamentally different.

But hey - It's great if you like your teleport system.

You win - it's going to stay.

I hope it makes you happy.

(but don't try to tell me it is realistic)

Posted: 2007-05-11 21:28
by Hides-His-Eyes
It's a sacrifice of practical realism for the sake of tactical realism.

Posted: 2007-05-11 21:51
by Armand61685
Hides-His-Eyes wrote:I sympathise, but we're working with 32v32 soldiers. The forward spawn systems are to amke battle troop numbers more realistic.

The number of tickets you start with take away a chunk for bleed is what they've got to simulate all fighitng at once.
That's right. The spawning on SL is abstract.

Posted: 2007-05-11 22:22
by 3===SPECTER===3
chew6acca..... Just listen up for a second. The ideas that you have (in my mind) are pretty crappy. I love PR the way it is and we should all thank eggman and the Pr team for a great Job :grin: and it does promote realism and good gameplay. What your idea is is just a cheap knock off of vinilla. It is going to be flag jumping everywhere and it just wont be enjoyable. your idea pretty much goes Agaist what the PR team has already put countless hours of their time to make. they changed the flag hopping to a more controlled and tactical gameplay where it takes tactics and teamwork to win. your idea goes back to the regular conquest where it is just mayhem which is VER UNREALISTIC to a modern battlefield today.
chew6acca wrote:
But hey - It's great if you like your teleport system.

You win - it's going to stay.

I hope it makes you happy.

(but don't try to tell me it is realistic)
Dont get mad because your idea on totally altering tactical and controlled gameplay the Devs worked hard on got shot down

Posted: 2007-05-11 22:30
by chew6acca
but are you trying to tell me it is realistic?

doesn't vanilla have sl spawn?

PR is great - I'm making a suggestion on how I think it could be improved.

Posted: 2007-05-11 22:33
by Nijil
It might be one thing, if the mission was a find and extract type gameplay to limit squad respawns. But it isn't its a flag capture task. You are running across the map and BAM, teammate goes down, headshot, hes dead no rez to it. Okay, you are one member short while he dilly dally's at base you can head back to get him or continue running to the flag with 4 other guys. Of course you aren't gonna go back for him, because it took you 10 minutes to get to where you are now. The sniper kills another one of your guys, he's pretty well embedded into the city landscape, so you don't see him. Now you are down to 3 others in your group.

Eventually your group makes it into the city, where a couple of thugs round the corner and 2 more of your guys are gone. Now you can hoof it try to get friend back, and risk getting shot in the back, wait for them to come, until someone stumbles on you and kills you or go for the flag and try to take it.

Your squad is pretty much dead no matter what you do. Point is realism can go so far in a game, before it gets annoying.

I think, for realism, that they should show what is going on in the back of the Spawn Cars to create insurgents.

Posted: 2007-05-11 22:39
by 3===SPECTER===3
chew6acca wrote:but are you trying to tell me it is realistic?

doesn't vanilla have sl spawn?

PR is great - I'm making a suggestion on how I think it could be improved.
WHOA!!! Improved.... Your idea goes back to Vinilla. The SL spawn is something we can sacrifice for realism. flag hopping is not Realistic and PR has used it until v.4, After that we hated the flag hopping and got rid of it all you are saying is to bring it back so even more noobs contaminate the servers. If I were you id stop trying to change what the PR team has greatly improved.

Posted: 2007-05-11 23:19
by chew6acca
I am suggesting that flags be very tough to capture behind enemy lines - and you can't teleport in reinforcements!

How does that lead to flag hopping?

The previous guys said no sl spawn makes it too hard to capture flags.

I say - make it even harder by slowing the capture rate too!

therefore less flag hopping.

If you can get to a flag behind enemy lines (without using teleport) and hold it (for a long time) where the defending team has time to counter attack (and you can't depend on reinforcements teleporting in) I think you have earned the right to take a flag - wherever it is.

The front line (created by aas) will be the main focus of the battles - because they will be the first one you come to (unless you use a helicopter) and will be easier to capture (for the noobs?). I'd also make it that pilots can't cap flags.


flag hopping is the result of sl spawn!

aas is a good attempt to solve the problem - but deals with the symptoms not the cause!

and you lose much of the strategy and tension - it's just like team deathmatch.

PR has done some really amazing work - the complexity that has been acheived - the granularity of the tweaks are fantastic.

It would be a brave team that drops sl spawn.

You don't have to agree - but do you understand what I mean?

Posted: 2007-05-12 00:11
by Yoganator
Here is an idea for the squad leader spawn problem. Yes, teleporting to your sl isn't realistic, I'm going by you can't spawn in a helicopter, (I haven't played in an online game so I'm not sure,) you can spawn with your squad leader in a helicopter while your flying behind enemy lines. Once behind, you can't get reinforcements from there, which means if your squad is slaughtered, you should call for a heli pilot to either:

A: Extract you and the remaining squad members.
B: Bring more squad members to you.

OR your choices are
A. Request evac.
B. Go for the flag and take your chances.
C. Wait for reinforcements.

You can also let people spawn with their squad leader on the front lines.

How does that sound?