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Posted: 2006-01-29 18:56
by Sig215
In CS it doesn't work at all, go play a game, it's one of the more arcadish games out there.
Never played OFP multiplayer, but the single player was well done.
Posted: 2006-01-29 20:02
by dawdler
Sig215 wrote:In CS it doesn't work at all, go play a game, it's one of the more arcadish games out there.
Never played OFP multiplayer, but the single player was well done.
Arcadish by todays standard, yes. But I played CS a LOOOOONG time ago

OFP multiplayer was just as good as SP. Tactical gameplay and realism worked even with respawning... But then again that was only mainbase spawn if I'm not mistaken? And of course mostly objective gameplay. It was a while since I played it.
Posted: 2006-01-29 22:55
by twisted
if you want to talk reaility then it should be respawn at main base only. 20 or 30 second timer is fine.
think of it as sending in reinforcements.
people don't just magically pop out of the air next to their commander. a big part of startegy and tactics is in getting your troops to the engagemnet area.
and having to slog even 1 or 2 minutes to the front line is a good incentive NOT to rush in willy nilly.
spawning from main base also makes AAS more interesting in that defenders can have more people getting to their inner bases faster - so the attackers must plan and act more carefully.
it also makes use of hmmws and trucks more important.
Posted: 2006-01-29 23:12
by lonelyjew
I guess it's realistic to only be able to spawn from your main base, but what if that's a cappable? Either way, that would take much of the fun and intensity out of prrm. 64 player maps would just be full of sporadic, uncoordinated atacks. On top of this, the flags would be impossible to hold. Yes, very, very good teamwork could overcome this, but that is very unlikely to happen. Vehicles would be everyones worst enemy, and the sniper would be by far the most loathed class. There are too many problems associated with this idea to make it work well.
Also, doesn't the U.S. army also train with paintball? I remember hearing or seeing something about them using m-16a2's loaded with paint rounds(rather than a lead bullet a paint one is used). I'm sure a paintbullet flying at you at 2800 ft/sec would be enough to keep troops on their toes.
Posted: 2006-01-29 23:29
by dawdler
lonelyjew wrote:I guess it's realistic to only be able to spawn from your main base, but what if that's a cappable? Either way, that would take much of the fun and intensity out of prrm. 64 player maps would just be full of sporadic, uncoordinated atacks. On top of this, the flags would be impossible to hold. Yes, very, very good teamwork could overcome this, but that is very unlikely to happen. Vehicles would be everyones worst enemy, and the sniper would be by far the most loathed class. There are too many problems associated with this idea to make it work well.
Which is why I suggested that the big maps (64p versions especially) would have intermediate bases so you create miniature battlefields of 1-2 unspawnable flags between two spawnable flags.
Posted: 2006-01-30 00:08
by Tom#13
I dont like the 1 life idea. A guy downloads PR goes into a server and gets killed as soon as he gets there and cant play for the whole round. it doesnt sound that atractive an idea. you could be a great player but just cos you didnt see a plane coming and got killed by a bomb means your out the whole round. it would be really annoying. i know it would represnt death alot more realisticly but youve got to remember this a game not real war. its there for fun and to much realism will kill that fun. I like realism but i dont want a milsim
Posted: 2006-01-30 00:12
by Szarko
I like that idea... it would be pretty much like Steel Thunder, because in ST if you want to get armor you have to go back to the main bases...
would be cool to try for maps like Dragon valley and Zartar wetlands...
Posted: 2006-01-30 01:21
by Resjah
Only having spawn points at main bases would be nice, but then as dawdler stated having some "forward outposts" to spawn at would be nice as well, those could only spawn infantry and maybe some light transport vehicles while the rest of the equipment is still at the main base.
Posted: 2006-01-30 02:05
by lonelyjew
Yeah, the one life idea is a little on the crazy side for BF2. It is more realistic and it isn't at the same time. It is realistic because you have one life, nuff said, but it isn't realistic in the sense that there would never be a battle with armour, helicopters, and even carriers if the maximum force only consisted of 32 men! It's too bad we can't send more men in at once, but constant reinforcements is the closest thing we can have to a real battle.
Anyways though, if this was used, we would find out where all the planewhores live and then we'd kill them out of frustration and anger because we lost a whole round with no chance to defend ourselves from above. Only way I could see this working is in a counterstrike size map with no spawn points to gain. If I wanted this I would play counterstrike.
Posted: 2006-01-30 02:29
by Resjah
lonelyjew wrote:
Anyways though, if this was used, we would find out where all the planewhores live and then we'd kill them out of frustration and anger because we lost a whole round with no chance to defend ourselves from above.
oh no!
*quickly locks door*
Posted: 2006-01-30 02:37
by lonelyjew
LOL, they'de hate me just as much, but I'm already safely tucked away in my abandoned missle silo. Let's see you clowns get through a nuclear bomb proof door!
Posted: 2006-01-30 06:41
by twisted
isn't the inconvenience sorta the point?
it makes dying unpleasant and something to be avoided. otherwise its spawn anywhere chaps, run into the bullets, it doesn't matter cause you'll spawn right bacnk in the action.
anyway. my vote (if we get one) is for main spawn and on squad leader. main spawn being 20 second wait time and spawn on leader being 40 seconds (maybe longer - 60 seconds shudder).
that way dying is unpleasant in the game world and something to be avoided. which is the whole point really.
Posted: 2006-01-30 06:47
by R.Johnson_USMC
How about having waves? For isntance you die... your dead for 5 min or 10 min then everyone spawns at the same time replicating a "reinforcment" wave.
Posted: 2006-01-30 07:56
by dawdler
R.Johnson_USMC wrote:How about having waves? For isntance you die... your dead for 5 min or 10 min then everyone spawns at the same time replicating a "reinforcment" wave.
Those times would never work. Why? Because after the initial spawn, the better team would win the game. In 5 minutes you take the entire map, gain superiority and make the other team loose.
So that kind of respawns would equal one life anyway, lol!!!

Posted: 2006-01-30 13:41
by BigEd88
what needs to be done is limits on classes, then make the classes as devistating as they should be. That would allow people to work together for the needed tasks and such. Possibly add a supply system, there might be unlimited assualt class but only limited other classes.
If thats possible that would allow for the LMGs to be as accurate (and actually operate) as a real LMG should, giving cover fire, having guys duck behind for cover from that fire instead of just saying "Oh its an lmg, i'm more accurate so I can put it in single and pop him a few times while he misses me". Right now the LMGs are just more effective in the mod rather than vanilla because it takes less hits to kill, its actually harder to hit someone in the mod than it is in vanilla with the bullet cone. The gun should kick up and back and effectively hit targets with 6-8 round bursts, right now it just sprays up down left right down left right jumping around. LMG RANT OFF

Posted: 2006-01-30 17:57
by Martini
Hey there, thought I would share my $0.02
I just thought of this after playing an intense round by the bridge at Karkand. We were on MEC trying to keep the USMC from crossing. We must have held it for a half hour before we killed enough of them at once and finally advanced. We ended up losing the round, but it was the most intense and gratifying battles I've had in while.
I think with AAS and the current spawn times being between 15-20 seconds that everything it works pretty well.
When you and a few fellow team mates go down, the other team knows they have only that time to take the next control point. I have found a couple of times when our team was locked down, it came down to eliminating enough of their forces at one time to get forward.
Some people don't realise as well, that the round can come down to ticket count. Taking most of the control points doesn't secure a victory, in fact dying alot will cost you the round.
Having said that, I believe imposing another form of 'fear' for dying isn't as important as carfully timing the respawns.
In the end its gameplay that matters, cause thats why were all here!
......"please insert another two cents" , ahh, I'm done.........click
Posted: 2006-01-30 18:04
by Happy
Martini wrote:
Some people don't realise as well, that the round can come down to ticket count. Taking most of the control points doesn't secure a victory, in fact dying alot will cost you the round.
Having said that, I believe imposing another form of 'fear' for dying isn't as important as carfully timing the respawns.
Just make the team lose 5 (whatever number seems good) tickets for every death and people will take their lives(yes as in more than one which is why there is no fear of dieing) seriously.
Posted: 2006-01-30 18:21
by dawdler
Martini wrote:Hey there, thought I would share my $0.02
I just thought of this after playing an intense round by the bridge at Karkand. We were on MEC trying to keep the USMC from crossing. We must have held it for a half hour before we killed enough of them at once and finally advanced. We ended up losing the round, but it was the most intense and gratifying battles I've had in while.
I think with AAS and the current spawn times being between 15-20 seconds that everything it works pretty well.
On Karkand AAS is barely even needed due to the excellent design.
The problem is that this kind of gameplay doesnt go well together with the commonly accepted "realism" ideas. Which is kind of ironic since clear cut attack and defend scenarios with a huge amount of manpower and long firefights should be as realistic as it gets. Technically if it was realistic, there should be instant respawn, another unit put into battle. And kills/deaths/score shouldnt count as that soldier is dead the second he dead.
Maybe an idea would be to completely revise the score system to be based on the highest score a soldier has had during one life? That would be a great encouragement to staying alive! If the player "Dawdler" spawn, kill 3 people and then die, his score is 3 (simply counting 1 per kill). If he respawns, kill 1 guy, neutralize a flag for 1 point and then die, score is STILL 3 for Dawdler. If he respawns again, goes on a killing spree by brutalizing 5 enemy soldier and neutralizing a flag, his score is now 6. See where I'm going?
It might not be the most realistic reason to make people want to stay alive, but it should be a pretty good reason for them to try

Posted: 2006-01-30 20:53
by Jeeves
Gameplay is more important overall. You see people in games do "unrealistic" things becuase everyone wants to be that bad *** who pulled it off. In reality not everyone is Audi Murphy but in a game (which is fantasy play) everyone wants to be "that guy."
As it is right now, nobody wants to die, but will do things that could get them killed becuase in there minds they think they can pull it off. Think about if everyone is scared to die, who would want to be that medic that has to run into gun fire to bring someone back to life?
What you guys are talking about doing IMO would destroy the game and not make it fun anymore, and that is why we are all here, to have fun.
edit: ^^I enjoy seeing what I have accomplished overall, not just in one kill streak.