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Re: Spawning on fobs/caches when there are enemiesright there
Posted: 2011-05-30 20:41
by badmojo420
maniac1031 wrote:Your missing the point. Your right that it doesn't matter that it was seeding. But this feature shouldn't be in the game. Its arcade and makes the game feel like vanilla or cod. You shouldn't put features into the game that punish lone wolves minus the kit system. Because quite frankly the fact that they are alone without a squad should be punishment enough for behavior like that. If one person is able to get onto a fob or cache by themselves without using teamwork than the other team isn't defending very well so why should you reward them?
The insurgent team isn't being rewarded for you being alone. Rather people who stick together and move in squads are the ones being rewarded.
A one man squad isn't going to be driving armor, requesting limited kits, playing as medic, placing rally points, OR overrunning spawn points. That's just the way the devs wanted it. They wanted a game where people stick together not only because it's a good strategy for winning the game, but also because there are benefits that come with sticking together.
It's not that the game cannot be played & won without squads and sticking together. I've seen games where the squad bug happens and 32 lone wolfs are roaming the map. It sucks in my opinion, it's boring and reminds me of why I searched out project reality in the first place. If the devs started removing these "punishments" for going it alone, we'd end up with more lone wolfs. Are you suggesting more lone wolfs will make PR better?!?!
You say spawning in front of a single enemy is arcadish, but I say 1 enemy overrunning an entire FOB is arcadish. I always imagined that overrunning was supposed to represent the spawn being camped, without actually having to do the camping. But, anyone will tell you, 1 guy isn't enough to camp a spawn.
Re: Spawning on fobs/caches when there are enemiesright there
Posted: 2011-06-01 22:58
by Stoickk
Personally, I consider an overrun to be a Commander "pulling the plug" on an area and not sending more reinforcements into a meat grinder. As in, I am not losing more people until you clear out what is killing those that are there.
A lone wolf player should not be able to overrun a spawn point of any type in PR, and in my opinion, should not be able to do much of anything else. Personally, I think that the devs should implement a greasemonkey kit with a wrench and nothing else, and if you are unassigned, you can only spawn with/carry that kit and if you leave main, you start to bleed. PR is about teamwork, first and foremost.
Maniac, your arguments keep getting thinner and thinner. It doesn't matter what server, what the server population, or what other set of artificial circumstances you want to manufacture next. Lone wolfing should not ever be rewarded.
Re: Spawning on fobs/caches when there are enemiesright there
Posted: 2011-06-02 01:55
by maniac1031
Stoickk wrote:
Maniac, your arguments keep getting thinner and thinner. It doesn't matter what server, what the server population, or what other set of artificial circumstances you want to manufacture next. Lone wolfing should not ever be rewarded.
I'm not trying to imply it should reward them at all. I'm simply stating it ruins the immersion when you have some body spawning on you or other way around. Even when it helps me that I spawn on a lone wolf trying to destroy a fob, I don't find that particular fair for the lone-wolf.
Re: Spawning on fobs/caches when there are enemiesright there
Posted: 2011-06-02 14:00
by Stoickk
Overrunning a spawn point, and cutting off the supply of reinforcements to an area is a pretty substantial reward, regardless of how you phrase it. This ability, which has a major effect on game play, should not be given to a single player operating alone, regardless of your feelings of immersion. It ruins my feelings of immersion when a single soldier is overpowered in situations where he should not be.
You don't find it fair for the lone wolf? What about for the opposing team that loses the capability to spawn every single time a random soldier wanders too close to a FOB that they don't even know is there? This is not just an anti-lone wolf measure, although even if it were, that would be fine by me. (as if my opinion is the be all and end all of PR policy

) This measure requires that a team make a concerted effort (if you can call a two man team a concerted effort) to locate,
overrun, and destroy an enemy operations base.
Re: Spawning on fobs/caches when there are enemiesright there
Posted: 2011-06-05 04:43
by Operator009
Materializing before the enemy is not possible with current INS technology.
Do I really need to point this out people? wtf?
At least make it so if an enemy can TOUCH the fob or cache that my friends cant ask scotty to 'beam them up' for instant reinforcements.
Re: Spawning on fobs/caches when there are enemies right there
Posted: 2011-06-06 08:40
by Mikemonster
Are you joking?
Re: Spawning on fobs/caches when there are enemies right there
Posted: 2011-06-06 14:19
by Stealthgato
You're saying requiring 2 people to disable spawning on a FOB makes it harder for lonewolves but to me it just makes it so much more rewarding... I was alone as insurgent with an american scoped rifleman and found a FOB, I thought I had disabled spawning on it by being close to it but they just kept spawning there, so I sat down and just kept raping them as they spawned. You'd think they'd learn their lesson but they see the spawn is available and just keep coming back and feeding me.
Re: Spawning on fobs/caches when there are enemies right there
Posted: 2011-06-06 15:49
by Mikemonster
That's a self defeating argument - they themselves must have been lonewolves

Re: Spawning on fobs/caches when there are enemies right there
Posted: 2011-06-06 16:26
by Mongolian_dude
Id be surprised if no one has said it yet in this thread but...
If the FB is being camped
Dont spawn on it Bro
Theyre just waisting their just wasting their own time/manpower camping a base no one is going to spawn at.
...mongol...