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Posted: 2005-12-02 00:46
by phyte
I really like the ideas of:

1. Increased effects, making people more fearful of getting hit.
2. Only spawn at squad leader and main base. (You might have to use base objective chaining for this to work effectively.)

I totally agree that #2 would shake up gameplay in a positive way.

However, I don't think that increasing the respawn time a little would negatively effect gameplay. Even another 10 seconds might allow a medic to provide aid. Well I am a little torn, part of me thinks that respawn detracts from the importance of medics in game. Respawn is the most un-realistic aspect of the game by far.. and the other part of me realizes the not fun factor, a balance of both worlds might be worthwhile?

I totally understand the difficulty balancing fun-game / reality, and by no means intended to suggest to make the game less fun :)

Anyways, lots of awesome ideas to read, thanks for all of the hard work guys.

phyte

Posted: 2005-12-02 01:43
by GRB
Well I have a question about option #2...

What would be the point in capturing outposts if you can only spawn at main bases and squad leaders???

I mean, that would completely remove the point in conquest gameplay. Now in AAS (Assault and Secure), its a different story because everyone will be heading to the same place. But on servers that have conquest enabled it would by mayhem...No good.

Option #1 will work as far as increasing teamwork amoung infantry battles without a doubt. The effect has to be strong, it has to make you unable to focus on a target yet at the same time still allow you to find cover.

I dont think increasing spawn times is a good idea. There are otherways of increasing a realistic combat experience. Increasing spawn times, IMO, will simply make gameplay way too boring and frustrating. Although, I will admit, it WOULD make people avoid death more often. But death is inevitable in a game. And if everytime you die, you have to wait 30 seconds to respawn, its going to become very annoying. I think it would have a severely negative affect on the mod and its community.. You gotta remember the wide variety of people that could be playing this mod. Keeping the frustration level down is VITAL to keeping a good mod rolling.

Posted: 2005-12-02 01:56
by BrokenArrow
If spawn times are kept short, main base spawning only is needed, if not i can agree with having certain CPs being spawn points but definitely not all, on the front lines replacements need to come from the rear.

Posted: 2005-12-02 02:10
by Armand61685
'[R-PUB wrote:GRB']Well I have a question about option #2...

What would be the point in capturing outposts if you can only spawn at main bases and squad leaders???

I mean, that would completely remove the point in conquest gameplay. Now in AAS (Assault and Secure), its a different story because everyone will be heading to the same place. But on servers that have conquest enabled it would by mayhem...No good.

Option #1 will work as far as increasing teamwork amoung infantry battles without a doubt. The effect has to be strong, it has to make you unable to focus on a target yet at the same time still allow you to find cover.

I dont think increasing spawn times is a good idea. There are otherways of increasing a realistic combat experience. Increasing spawn times, IMO, will simply make gameplay way too boring and frustrating. Although, I will admit, it WOULD make people avoid death more often. But death is inevitable in a game. And if everytime you die, you have to wait 30 seconds to respawn, its going to become very annoying. I think it would have a severely negative affect on the mod and its community.. You gotta remember the wide variety of people that could be playing this mod. Keeping the frustration level down is VITAL to keeping a good mod rolling.
Um, realistic military sim players wouldn't mind the increased spawn times. And aren't we trying to attract those kind of people to this mod? Shouldn't that be the main fan base? Why do you recommend catoring to people who are impatient and not careful with their virtual life? Red Orchestra has long spawn times (wwii mod for ut2004), America's army has ROUNDS, DOD has 45 second spawn times...and they all have plenty of popularity

so I ask you, why would that be such a bad thing for a mod called PROJECT REALITY?

I think you guys need to get back into perspective as to what this mod is all about. It's realism and military sim.

Posted: 2005-12-02 02:13
by Rg
^aaaaAgreed!

Posted: 2005-12-02 02:17
by Paladin-X
Spawn times are controlled by server admins.

Posted: 2005-12-02 02:18
by BrokenArrow
Not so far as to compromise playability.

Since when has DOD had 45 second respawns?

Rounds probably wouldnt work in a game based on the scale of BF2.

Since you brought it up though, DOD has shorter respawn times (I think the longest i've seen during a round is 10-15 seconds) but they have main base only spawns, this works well even on maps that arent very big, if you dont coordinate teams become separated and they are easy pickings for the other team. This could work even better on larger maps. It would really give the commander something to do, he would have to coordinate pushes into enemy territory so it makes him more of a team player and takes away the god mode he currently holds. There ARE other ways around long spawntimes, an occupied player, in most cases, is a happy one.

Posted: 2005-12-02 02:23
by Armand61685
dude, it won't compromise playability--maybe only to little arcadey kiddies but not the real realism/mil sim players that this mod is all about.

Posted: 2005-12-02 02:27
by Rg
I just don’t see why people have such a problem with longer spawn times. If you don’t have main base spawning only, longer spawn times are a must.

When I played JO a while back, the maps are huge so it takes a while to get to flags, so even if you spawn at the neighbor base, you still have to hike quite a distance. Game play was much slower because people didn’t want to die. If you ran up to a flag you would be shot in a second. BF2 bases are too damn close to each other, so there needs to be some compromise. Longer spawn times or base only spawning should improve game play quite a bit.

Posted: 2005-12-02 02:29
by BrokenArrow
Paladin already said its a server-side option, which means unless you have a server there's not much you can do. SO now in my opinion main base only spawning is the way to go.

Posted: 2005-12-02 02:31
by Rg
^I know. I want main base spawning only, but if it doesn't make it in the PR mod, then servers need to be set with long respawn times.

Posted: 2005-12-02 02:36
by BrokenArrow
Thats up to the server admins though, unless PR has some sort of 'PR server admin guidlines' that forbid admins from running the mod with spawntimes set lower than X seconds then the gameplay is at the mercy of how the admin likes to play.

Personally i dont have a problem with waiting 45 seconds for a spawn, however I would rather see it done in a more creative manner such as main base spawning, which coincidentally seems to be the most viable option since the decision of how fast or slow the gameplay goes is no longer left to the server admin.

Posted: 2005-12-04 15:26
by billclo
At the risk of being called a smartass, how about an animation that comes on after you die, asking what you did wrong, and could you have avoided it? A big animation of your pissed off SGT/CO wagging a finger in your face like a scolded puppy might be annoying enough to get one to pay attention. :)

No, seriously, increasing the respawn time and only allowing respawns at the main base could be a good thing. I think 60 seconds is good. This also allows medics more time to come up and try to heal you.

Posted: 2005-12-04 16:12
by dawdler
billclo wrote:At the risk of being called a smartass, how about an animation that comes on after you die, asking what you did wrong, and could you have avoided it? A big animation of your pissed off SGT/CO wagging a finger in your face like a scolded puppy might be annoying enough to get one to pay attention. :)
"PRIVATE, WHAT IS YOUR MAJOR MALFUNCTION?! I did not order you to die! I did not order you to blow up! I certainly did not order you to leave a mess on the sidewalk! DROP AND GIVE ME 20!!!"

"PRIVATE!"

*kicks private*

"BEING DEAD IS NOT AN EXCUSE FOR DISSOBEYING A DIRECT ORDER PRIVATE!"

*kicks private again*

"PUTTING BRAINS ON OFFICERS SHOES IS A BOOTABLE OFFENSE PRIVATE!!"

*kicks private just for fun*

Posted: 2005-12-04 19:07
by Cerberus
Longer respawn times (45-60 seconds) from main base only

Longer respawn from squad leader

More intimidating sounds when bullets pass near player

Posted: 2005-12-04 20:06
by Suicide Commando
I think players should be forced into squads if this is possible. The game aims for realism so why have loan soldiers running about? Today I was on a server, I was had the highest score on my side and was working with other team members and backing them up... but things got harder after a few players left the server and the other two guys on my side wouldn't let me into their 2 man squad! Two man squads are just lame as hell >_<

Posted: 2005-12-04 20:21
by Rg
solodude23 wrote:Eithere Main base spawning only or longer respawn around 30-45 seconds.
Cerberus and I were just playing at GH and it was set to 30-45sec. Even that felt too short. I think it should be a lot longer. Maybe 60sec. minimum.

Posted: 2005-12-04 20:29
by DEDMON5811
dude you are so crazy Rg! when you get wounded have to wait 20 secs then die and have to wait 30 that is long enough.

If I wanted to play a forever waiting game I would go back to Americas Army

Posted: 2005-12-04 20:36
by Cerberus
I didn't fear death anymore than I did when there were 15 second spawns.

But some guys got really lucky, like when I went around a corner and this guy was sprinting towards me. I fired at him on semi-auto and hit his chest. He dove and I hit him a few more times. Then he sprayed a buncha 7.62's at me on full-auto and I was killed