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Posted: 2007-08-31 10:59
by Bonsai
I like the idea of a squad-jeep as described above, but especially on infantry maps with lots of forests there should be the possibility to setup a RP? Maybe restrict it to once every 5/10 minutes. And either a RP or a jeep...and then you have to wait the 5/10 minutes before you are able to request another.

Posted: 2007-08-31 13:45
by Long Bow
'[R-CON wrote:DJJ-Terror;473058']I think making things this way would be smart move:

1. spawns are only at:
- main base,
- commander bult bunkers and firebases and
- squad requested jeep
(one that SL can request every 5 minutes in your side controlled areas via air drop. this jeep has 6 seats and it shud be spawnable only by that squad),
- no more rally points, SL spawning and global APC spawning.

2. respawn timer shud be 30 seconds + penalty time.
Now, penalty time shud be +5sec. for every time you get killed but every time you achieve flag/area capture or destroy marked objective your penality time are wiped out clean and you'r back at 30s. respawn.

This way if you play smart and contribute to teams efforts you'll be at normal respawn ranges (between 30s. to 1 minute) but if you play like a fool than you better set your camping tent in limbo.

My 0.02$

Cheers!

I like that idea, rewarding the contribution to your team. It might be a bit of a problem though because if you have a SAW gunner covering you while the rest of the squad is caping he will have contributed (possibly more so then the rest of the squad) to the cap but because he is outside the flag radius he gets no bonus. This situation could possibly lead to everyone running head long into the flag radius for the bonus, wiping out all their penalty time. Or it could lead to people rushing like mad because they know that if they cap all will be forgiven and hence they get to rush all over again.

I do like the general idea of the reward but I think we need to examine the best way to impliment it. Perhaps it is a squad wide bonus to address the first problem. Second it might be better that the capping bonus only removes X amount of penalties, not all.

I do agree that we need less spawn points but the RP is one that I would like to keep. It requires the majority of your squad and can be easily eliminated. If a cap on the amount of spawns is also in place it will reduce careless deaths for fear of chewing up your spawns.

Posted: 2007-08-31 13:50
by M.J.Patterson
Quite simply.. It doesn't matter how horrible a team's tactics and strategies are as long as they can spawn right back into the fight.. they will eventually wear the opposing threat down. This is why people go gung-ho. It doesn't really matter if a team is losing their lives cuz they most likely will be able to spawn wherever they want with the amount of spawn points available.

If don't believe me you should watch a game of PR in your map and see where people spawn... it's quite amusing.

------

99% of the time I play as an infantry squadleader.. I don't know why people think that if they are not able to spawn on their squadleader that they will not be able to be in the thick of the action.. At most this means that you'll have to run 100 meters back to a flag the same way all squadleaders that have been killed in combat do. Hell.. if you don't want to run the 100 meters.. help the commander build a bunker or maybe try to stay alive rather than "Kill kill kill.." Better yet.. help your team stay alive. Help your team with air transport, apc transport, etc.. help your team with anything you've got..

------

Imagine assaulting a flag thats being defended by an enemy. You kill 3 guys and keep advancing with your squad... Now your squad only has to kill 3 more guys since you know the other three will have to be outside of a 100 meter radius before they attack again. Doesn't matter if the squadleader is hiding somewhere.. you'll eventually find him.. and when you do its not like he'll teleport 3 more guys on top of him. The better tactics won the battle.. not the teleporting.

------

Spawning mechanics if I had my way
No Apc spawning (woot 0.7)
No Squad Leader spawning
Rally points, bunkers, and firebases stay as they are now
Commander Truck stays as it is now

Posted: 2007-08-31 13:51
by mammikoura
Long Bow wrote:Second it might be better that the capping bonus only removes X amount of penalties, not all.
that's what I was thinking too. Maybe make it so that 10-20 seconds are removed. And of course the min spawn time will always be 30s, can't go lower than that no matter how many bonuses you get.

Posted: 2007-08-31 18:27
by DJJ-Terror
Long Bow wrote: 1.
...if you have a SAW gunner covering you while the rest of the squad is caping he will have contributed (possibly more so then the rest of the squad) to the cap but because he is outside the flag radius he gets no bonus.
2.
...the capping bonus only removes X amount of penalties, not all.
3.
I do agree that we need less spawn points but the RP is one that I would like to keep. It requires the majority of your squad and can be easily eliminated. If a cap on the amount of spawns is also in place it will reduce careless deaths for fear of chewing up your spawns.

1.
God point, maybe some points (wich are useless so far) that player gains can also be translated to elimination of panalty time...

2.
Well, in PR flag areas are not changing hands as much as vBF2.
Theres like 3-5 captures though entire round wich lasts average 45 minutes what means that flag capture occures cca every 10/15 minutes.
And imagine just how bad things are with respawn times for loosing team...

now as time progresses by the end of round theres less and less players that are in game and more of them are in limbo waiting for respawn, wich is a bad thing!

3. Well, squad based Jeep is a movable rally point, so theres no need for these RP's that we have now, no?

Posted: 2007-08-31 18:32
by Bonsai
[R-CON]DJJ-Terror wrote: 3. Well, squad based Jeep is a movable rally point, so theres no need for these RP's that we have now, no?
  • makes a lot of noise
  • can be spotted easily
  • can`t access wooden areas
  • can`t access hilly terrain
  • can`t access buildings

Posted: 2007-08-31 18:41
by M.J.Patterson
In my opinion: Removing rally points from PR and replacing them with a mobile spawn jeep would be a step backwards for so many reasons.

:26_suicid

I apologize but I have to disagree.

Posted: 2007-08-31 18:41
by [uBp]Irish
no. spawn times are already long enough, in a game that's supposed to be about fun. i'm starting to find, that doodling on my pad of paper next to my computer is more fun that watching

You have been killed and will respawn in 30 secs....

Posted: 2007-08-31 19:08
by DJJ-Terror
well every opinion is wellcome as long as it contributes to the whole.

Generay idea behind there squad based jeeps is to keep squads in cohesion, and to allow high movability of squads wich is becomming an issue on newly comming big *** maps.

couse eg. theres allways shortage of transportation of infantry on kashan desert, and since theres few more big maps in works, that looooooong walks to fighting area can become werry anoying.

Posted: 2007-08-31 19:59
by M.J.Patterson
Oh no.. I have no problem with having a squad locked jeep. Just that it would serve as a mobile spawn point. :)

Posted: 2007-09-01 02:19
by Lampshade111
Honestly some of you want to increase spawn times? Am I the only guy who plays/played this mod for fun?

Spawn times are long enough as they are. The spawn "penalty" is a load of nonsense that only serves to get more people begging for the sniper kit. Hell many realism oriented games like RO have spawn times less than 30 seconds. Should it really matter when you are usually spending plenty of time getting up to the front?

Off topic but I find your sig hideous Bonsai. :26_suicid

Posted: 2007-09-01 02:41
by El_Vikingo
WWII is not the same as Modern Warfare. why do people always compare different games with PR?

Posted: 2007-09-01 03:54
by zangoo
30 sec is really short conpared to never coming back. i would like longer spawn times cus it would make the people that just gun and run stop playing and the people that do love project reality become even more skilled.

Posted: 2007-09-01 06:36
by mammikoura
Lampshade111 wrote: Am I the only guy who plays/played this mod for fun?
no, I'm sure we all play this for fun. I just don't like the fact that there isn't enough teamwork, people aren't carefull when moving around the map and most people play with the attitude "capping flags/killing enemies is the most important thing there is".

This mod aim's for reality, and to be honest all of the things I mentioned above take it one step further from reality. I do understand that we can't go completely realistic, since then it probably wouldn't be that fun anymore. But if you seriously can't suffer a 60 second wait because you screwed up then I don't know what to say. Maybe go to the fridge, get a beer and then when you come back to the pc there shouldn't be many seconds left. Works fine for me anyway. :)

Posted: 2007-09-01 10:07
by Soulis6
I agree with the original poster and i'm also glad to hear its being discussed by the devs. I wouldn't mind have longer spawn times. I could deal with almost any amount of spawn time if necessary. I don't know about you guys but i get much more satisfaction out of knowing that the enemy squad i just wiped out won't be back for a while.

Posted: 2007-09-01 12:35
by T0M@field
raising up the spawntime means no advantage ....
we would have more ppl waiting as dead person = less ppl on the battlefield.
less ppl means at bigger maps less sightings and therefore less possible firefights and kills.

... so PR will get even slower and less "shooty"
but how will this feature of raised time-penalty advance the gameplay.
no one learns to play while hes dead.... so noobs and smacktards will be the same person after even a longer spawntime.

if someone thinks he could do his trivial work nearby the PC while beeing dead....do it. but when i want to play and have fun, i wont go into the kitchen or try to shit in ~1 minute... when im dead im searchin for a good spawn/action to support my squad/team.

these spwantimes are invented quite early in PR and they helped the community to get rid of these vanilla rambos (a little bit).....BUT this features doesnt educate noobs to play better. raising any deadtime will cause boredom.


and by the way... even a mature gamer like me wants to kill ppl ingame. so if mature players think they can survive and kill some ppl cause they do better tactics, PR should switch all greenhorns to one teamside where no mature gamer is playing and will be able to show all greenhorns how good their teamplay is.....*sigh*...otherwise some "outstanding players" will stay at the piont of view that gettin killed is not their fault.

with every release PR will hopefully grow... but if some of u think they are to good for the rest, try not to play public anylonger.... cause the learning curve of some public players will never raise up, but they have the right to play that mod.
its up to the devs to invent some rules to make the gameplay realistic without slowin it down or devide it into the groups of noobs and mature gamers.

so, please devs, invent some stuff to award the better playing ppl.

btw: this squad-car as a spawnpoint ( without SL-&RP-Spawnpionts anymore) would be the most dynamic invention since the ACP has a SP.
the only thing, i guess, which is very important would be the spawn-amount of each SP - set a spawnlimit for every external RP

Posted: 2007-09-01 13:24
by mammikoura
T0M@field wrote:raising up the spawntime means no advantage ....
we would have more ppl waiting as dead person = less ppl on the battlefield.
or we could have people be more carefull = less deaths = more players on the battlefield
T0M@field wrote:no one learns to play while hes dead.... so noobs and smacktards will be the same person after even a longer spawntime.
this is where I really have to disagree. Think of it like this, if you constantly get punished you will learn how to avoid being punished. -> If you die all the time and have to wait you will eventually learn how to avoid getting killed.

Let me tell you a story. Little Mike thought that the flame of a burning candle looks cool. He is a curious person and so he touches the flame. Well his finger get's burnt. Will little Mike touch the flame again?
I'm pretty sure he won't.

Same story in PR terms. Little Mike thinks rushing an enemy position will get him a lot of kills and benefit his team. So he tries to rush the enemy position. He immediately gets gunned down and has to wait 1 minute to spawn. Will he continue to rush the enemy for the entire round if he gets killed all the time and is forced to wait like half of the round? I doubt it.

So then, he will probably try an alternate method. Which might very well be sticking with his squad. He will soon notice that no only does he die less but he is also having more fun when playing with a good squad. And this is how long spawn times will probably turn at least some of the lone wolfs into team players.

Posted: 2007-09-01 14:13
by T0M@field
so the earlier released PR idea of raising up the deat-time to 30 secs plus "bonus" for each death is not educational enough?
and what will happen if 1 minute doesnt solve the noob-problem?
at this release of this feature many said that 30 secs were to much... now this half of a minute is not enough anymore? i doubt it!!!

no one will ever change the attitude how someone has to play PR...except hes a good example for the other players. if someone plays like a lonewolfe (in a squad) he will play better if he will be awarded to play with his squad.
if u beat your child (which will never happen hopefully) the child wont learn anything cause u didnt show him how to do it better or even WHY he did something wrong. Punishing just hurts and PERHAPS someone might learn anything of it.... but mostly this child wont learn the proper solution.

right now a PR player has to accept so many scripted compromises which dont have anything to do with a good gameplay idea... its the bf2 engine forcing the devs to solve some problems "badly".

the easiest way is to say...the other players are to blame who play like lonewolfes and noobs... but i guess its the hole mod which goes not to a realistic gameplay sometimes... its going to a restricted vanilla with punishments and no/less awards.

think about it ;)

Posted: 2007-09-01 15:04
by mammikoura
T0M@field wrote:so the earlier released PR idea of raising up the deat-time to 30 secs plus "bonus" for each death is not educational enough?
apparently not since we still have quite a lot of lone wolfs. :-P
But it probably did get us in the right direction.

As for your example, it's true. But in pr I imagine every single person will understand what he did wrong. I'm sure people will learn eventually.
For example if you look at the veterans. How many of those who have been around from say 0.3 still play as lone wolfs? I doubt the percentage is that high. Now the fact that veterans play in squads isn't because of the spawn times, it's because playing in a squad is just so much more fun.

Now we just need to figure out a way to get all the new people to join GOOD squads. You can force them to join a squad, but then most likely they will all join the same squad and just keep running around the map on their own. If they realize that being in a good squad will give them a lot of advantages (like having a medic there to revive them, saving them from the spawn time) they will always try to stick with their squad.

Posted: 2007-09-01 15:12
by Bonsai
Lampshade111 wrote:Off topic but I find your sig hideous Bonsai. :26_suicid
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