you see, the problem is that v1.0 gameplay is extremely spammy in comparison to previous versions. I honestly can not think of a reason why the rallies were changed to what they are now. Maybe you can fill me in on what motive convinced the DEVs to change it to what it is today.
With 1.0 we received 100p servers, 8 man squads, shorter respawn times for heavy assets, and infinite rallies. Now with 36 more players on a server than was possible a year ago; we are still playing on the same maps which were created with 64player servers in mind. That's
three additional squads PER TEAM (6 man squads as per 0.97 standards) than before. I don't feel it is necessary to explain how an increase in the density of players on a single map leads to spammy and less organized gameplay as it is pretty obvious. But, in addition to increasing the amount of people on a server, allowing them to constantly spawn and keep flooding their "objectives" without penalty is completely detrimental to, not only the gameplay, but also the Project Reality experience.
As I understood it up until now, Project Reality was a game with a healthy balance of gameplay and realism with a strong emphasis on teamwork. To get a suggestion to pass and become part of the game it had to pass the "gameplay & realism test". If a suggestion was both realistic (to a degree) and, more importantly, contributed positively to the overall gameplay of the mod it had the "green light" to become implemented ingame. I feel that, currently, the rally point system is contributing adversely to the gameplay aspect; not to mention that having a group of 8 men magically appear from thin air on a couple backpacks is pretty unrealistic

. FOBs should be used as general spawn points and rallies, as the name implies, should only be used to permit a few squad members to regroup easily with the larger part of the squad. This is important from a gameplay perspective.
I miss the times where there was down time in the action where squads could properly regroup and draft up a plan for their objectives and have the
time to contact other squads to also get in on the action in an organized way. As an example, I can tell you that I personally hate playing bluefor on insurgency if my intentions are to be a part of a good infantry squad (and not some asset). The reason being is that 99% of the time other squads keep spawning in and flooding the known caches like BOTs on a coop server and essentially acting like a ticket bleed for the squads which want to take their time in organizing a plan. Insurgency then becomes a race against the clock which contributes nothing positive to the overall gameplay. Perhaps insurgency would be better off if bluefor was limited to having one fob on the map in addition to their main? Not only would it be realistic but also would increase the level of tactics employed by the players, further enhancing the Project Reality experience. But, hey, I'm crazy. Don't listen to me...
CLIFFS:
- Read the second paragraph