Ground Control

Suggestions from our community members for PR:BF2. Read the stickies before posting.
jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Post by jerkzilla »

I think the idea would make the gameplay a bit synthetic, I'm not sure if that's the right word to describe it though. What I mean is that you can obtain the same effects by making the radio sound louder. Assault on Mestia, wasn't a particularly good map to use as an example anyway, since RP usually don't last even 5 minutes in so-called "enemy" territory, mostly because enemy squads will always be advancing and flanking through it so the RPs are bound to be found soon. The map's size would be to blame for that. Personally, I'm not sure as to which map could host this modification anyway since enemy RPs and troop movements are usually just as easy to see in the larger desert maps as it is to find RPs on Mestia.
I do however like the forced limited RP life, which, if it were small than you mentioned, would make the squad leader just as valuable after deploying an RP as before, requiring him to occasionally retreat and create a new spawn location for his squad than just play as a non-officer soldier and get shot without caring that much.
I could be wrong so your idea can be better than I described.
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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Post by Onil »

Jerkzilla i get your point of view but let me say this:

maps will probably become bigger on new PR versions so the idea of always finding rally points because you pass next to them won't happen as often.

Most rally points are found because of their radio sound, if you take that out for the first RP type then they will be more secured.

About different types of terrain and how RP's can be easily seen, i also thought about that. If GB team can have a different skin for woodland terrains and desert why doesn't the RP has the same? and RP's can be improved to better hide them like for woodland they can have some type of net on top that makes them look a bit more like a plant than like 3 bags... and for desert they can look like stones or something.

In reality you can use nature to hide your assets so i don't see a problem with that. I do know that on PR you can put a RL inside a plant to hide it and use other ways aswell.

And that is why i tell you that it is only easy to find rally points because people don't really care too much about them. People simply don't want to loose the time to find a better spot or to have to walk more so that the rally is on a more secured location. That's why you keep finding them.

Assault on Mestia was a good example because of how the flag sequence is and that's why i choose it. And believe me that i can place a rally point in that map that you will probably never find or if you do it is just because of the radio sound.

So if the radio sound is taken out and just used for RP's on enemy territory then they will be alot more safe.

This would also make the commander job more important as for some areas of the map you would need a fire base in other to be able to put RP's there aswell. (using Masaq simple system)

Main idea is that you shouldn't be able to spawn on enemy controlled ground. It is as simple as that.
jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Post by jerkzilla »

My main argument against the main idea is that the you being able to spawn in enemy territory is the enemy's fault and not a gameplay flaw. I know nobody likes it when the enemy shows up on their six but thats more their fault. I believe the rally point is, or should be, a second chance in case your attack goes terribly wrong, be it the premature death of the squad leader or a total wipe out.
And that is why i tell you that it is only easy to find rally points because people don't really care too much about them. People simply don't want to loose the time to find a better spot or to have to walk more so that the rally is on a more secured location. That's why you keep finding them.
Well they simply have to choose between wasting time finding a good spot or wasting time walking from the nearest team spawn, which is a bit of a risk.
It's very likely true that you could hide a rally point so well I couldn't find it, but in a normal game, two or three squads will pass trough the area and chances are that one player will eventually hear the noise. If that's not the case then, after your squad is detected and the origin of your assault/reinforcement clears up for the enemy, at least one of them will very likely go rally hunting until he finds it.
I might have gotten carried away with wanting everything hard but it leaves more for the players to do, which, as far as I can tell, is good since it demands more thinking.
Anyway, Masaq's idea is pretty good. In my opinion, firebases are a lot easier to spot and thus, destroy, taking any RP that is only within that firebase's radius with it. Actually, it's a great idea.
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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Post by Onil »

If that's not the case then, after your squad is detected and the origin of your assault/reinforcement clears up for the enemy, at least one of them will very likely go rally hunting until he finds it.
Well that's because your squad shouldn't assault directly from the point of respawn but change direction every time they spawn and never shoot from a spawn point. There are certain rules that you need to follow in order to keep your rally point secured... and that's one of the first ones :)

The other one is knowing every small location of the map and with that intel you can probably place a rally point on a secure location ;)
jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Post by jerkzilla »

Onil wrote:Well that's because your squad shouldn't assault directly from the point of respawn but change direction every time they spawn and never shoot from a spawn point. There are certain rules that you need to follow in order to keep your rally point secured... and that's one of the first ones
Again, true, but even if it doesn't there is still a chance for some random enemy to see the squad spawning or the common route taken before switching attack directions. It's just one of many possibilities and that's not taking into account that many squads don't even respect the rule you mentioned.
No matter how many bushes there are around your rally, they don't provide soundproofing ;) (also goes for holes in the ground, tree stands, grottoes)
Anyway, let me get this straight, you want RP behind enemy lines to not be safe and RP within your lines to be safe?
A slightly louder radio sound will make RP behind enemy lines less secure than they already are and if the enemy manges to counter attack and reach a squad's rally point, then they deserve it, if the enemy flanks his way to the RP, than that would simulate getting cut off/flanked/backraped with large losses on the friendly squad's side. That's how I view it.
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Onil
Posts: 1232
Joined: 2007-08-19 09:50

Post by Onil »

Yes well sometimes you might need some map knowledge in order to be able to find them :)

I wonder where you found grottoes on PR maps :o

Yes well i would prefer to remove radio sound for RP's in controlled ground and use loud radio sound for RP's on enemy territory.

Thank you for your feedback :)
jerkzilla
Posts: 1615
Joined: 2007-03-07 12:04

Post by jerkzilla »

Sorry, I didn't really mean grottoes, more like small spaces under rocks or some other form of heavy stuff. :o ops:
I think it actually depends on the number of players involved when judging which idea is better, simply because advancing through an area with a bigger density of enemies is harder that with a smaller one, thus influencing a squad's ability to push into enemy territory and place a rally point.
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