I've only played a small amount of time, but the forced flag order works well in certain maps. But it does lead to snipers everywhere. Once they know the spawn points it gets old quick. Couple that with the long spawn time and I bailed out to a less populated server so I could at least get the chance to explore.
Great mod so far guys! Sorry I missed so much since "the early days" lol
AAS is bad.
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Burning Mustache
- Posts: 92
- Joined: 2006-05-15 23:21
Err.. The problem I see with limiting kits is that the pople who DON'T want to play Medic / Assault / Engineer / AT etc. in the first place, probably won't play this class properly and support their team when they are FORCED to play them either.'[BiM wrote:Black7']well this aint vbf2 mate and second war aint balanced..
this is realitimod for bf2 engine..
i rather see kit limits then give ppl the freedom to chose what ever class they want.
cuz atm there is like 80% ppl playing sniper, support, spec-ops. just becuz of the damage insted of forcing ppl to actuly take a on a role and do whats needed for the team/squad mates
I'd rather have a squad of 5 dedicated snipers taking down infantry, because that's what they WANT to play right now, than to have a squad of three engineers and two ATs dicking around because they are being forced in these kits and will probably spend more time trying to TK for a sniper / support kit thatn actually playing their "forced" kit dedicated enough to be of any use for the team.
I have found that on those teams where proper squad-work can be witnessed, people in each squad will actually take a look at their squadmates / teammates and play kits accordingly (i.e. your squad is pinned down by a tank, some squadmember will usually spawn as AT on the squadleader, etc.)
On those teams where people will make 10 squads with 1 player each, no commander and no one using voip, the forced kits won't really make a difference, it'll just take away the fun and freedom for those who will try to play in good working squads in the first place, the way THEY want.
EDIT:
In conclusion, limited / forced kits won't help a team that is full of retards only playing sniper and spec ops in the first place, EVER.
On the other hand, a GOOD team (which is essential to have any kind of fun whatsoever in PR anyway) won't have 10 snipers / spec ops anyway, because if they did, they wouldn't be a good team in the first place.
Forcing kits on players of a good team, however, will piss EVERYBODY of because you will be forced into a kit you don't want to play at the moment, while you have other team members trying to play your class, but being stuck with yet another class they don't want to play, etc, etc.
Really, the last thing this game needs is limited kits.
Last edited by Burning Mustache on 2006-05-16 17:37, edited 1 time in total.
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
Thanks for supporting the ideas Neuromante, it's good to see someone's backing it aside from me. 
I have to admit, I don't really know the first thing about creating a mod, a game mode, anything like that. With all due respect to the modding team, they're doing a brilliant job so far, but my field of expertise doesn't even go near any single member of the team's. I know it may seem selfish me pumping out ideas to the team and expecting it to arrive, but that's not what I'm doing. I put forward an idea, an idea that I know is doable (judging from the work put forward by the team already) and all I'm asking is for some serious consideration to be put into it. All it requires is the coding that I'm going to naively say is simple (PR uses most of the code already), and the map changes require the adjustment of current spawn locations and additions of new ones. At first it just requires a few new flags adding to additional tactical locations throughout the map, maps will have a lot more positions to hold and each one will be designed to be advantageous to the team that holds that position, and this'll mainly work by incorporating object spawns at each position. To add to the important of these locations, players can only spawn on the carrier or from a Squad Leader who's currently inside a flag capture radius. Tactical positions are required to get vehicles in the Battlefield as well as team members, and perhaps if the idea takes off commander assets can be added too.
I really hope this could become a Reality.
I have to admit, I don't really know the first thing about creating a mod, a game mode, anything like that. With all due respect to the modding team, they're doing a brilliant job so far, but my field of expertise doesn't even go near any single member of the team's. I know it may seem selfish me pumping out ideas to the team and expecting it to arrive, but that's not what I'm doing. I put forward an idea, an idea that I know is doable (judging from the work put forward by the team already) and all I'm asking is for some serious consideration to be put into it. All it requires is the coding that I'm going to naively say is simple (PR uses most of the code already), and the map changes require the adjustment of current spawn locations and additions of new ones. At first it just requires a few new flags adding to additional tactical locations throughout the map, maps will have a lot more positions to hold and each one will be designed to be advantageous to the team that holds that position, and this'll mainly work by incorporating object spawns at each position. To add to the important of these locations, players can only spawn on the carrier or from a Squad Leader who's currently inside a flag capture radius. Tactical positions are required to get vehicles in the Battlefield as well as team members, and perhaps if the idea takes off commander assets can be added too.
I really hope this could become a Reality.




