reviving&instant spawn to outpost.

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drkstr
Posts: 44
Joined: 2010-01-25 03:54

Re: reviving&instant spawn to outpost.

Post by drkstr »

I think this suggestion would work great if we brought back the old rally point system. Rallies would then represent a smaller "medic station" type outpost, rather then a full FOB with heavy asset emplacements. Perhaps even use bigger models for them (like a medic tent) so they can be easier to spot and take out.

I think this suggestion accompanied with the old semi-permanent rally point system would be an excellent balance between squad cohesion and fear of death.
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: reviving&instant spawn to outpost.

Post by Arnoldio »

goguapsy wrote:This could be interesting... But wouldn't that make gameplay too slow?

I'm talking about time-efficiency here, guys. The most fun I get in this game, besides the joke, is the action, and I believe this would decrease the action by a lot.

Yes this is very teamwork-encouraging, but wouldn't that be too slow for gameplay? I'm not supporting nor letting this down, I just wonder atm.
It will be the same if you keep your guys alive and medic by side. If you dont, you get punished, or if youre a sniper you are supposed to be leet enough not to die. In the case that most of your squad goes down, you have to fall back to regroup instead of waiting at the same place for those 4 to come from a FOB 20m away... If i hill a squad i want them gone from the area not get me killed because their FOB is close...
drkstr wrote:I think this suggestion would work great if we brought back the old rally point system. Rallies would then represent a smaller "medic station" type outpost, rather then a full FOB with heavy asset emplacements. Perhaps even use bigger models for them (like a medic tent) so they can be easier to spot and take out.

I think this suggestion accompanied with the old semi-permanent rally point system would be an excellent balance between squad cohesion and fear of death.
Then there is little point. Rally point is what it is. You fall back, set it, people spawn, voila, reinforcements. If rally is permament what happens is what i said above...
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cipher
Posts: 167
Joined: 2009-04-17 14:50

Re: reviving&instant spawn to outpost.

Post by cipher »

goguapsy wrote:This could be interesting... But wouldn't that make gameplay too slow?

I'm talking about time-efficiency here, guys. The most fun I get in this game, besides the joke, is the action, and I believe this would decrease the action by a lot.

Yes this is very teamwork-encouraging, but wouldn't that be too slow for gameplay? I'm not supporting nor letting this down, I just wonder atm.
If you think about it, the game is only played right when it is slow. Teams should have easily identifiable battlefronts. The fact that we tend to advance till we see some guys to shoot is what kills it. The guys that win are the ones that are set up and waiting. Slowing down the game is the only path to take. They just need to make the slow game more interesting. That's why fortifications are so crucial. The changes they made to the foxholes and HMG's make them a lot more usable, and that's the general direction they need to take.
Arnoldio
Posts: 4210
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Re: reviving&instant spawn to outpost.

Post by Arnoldio »

And also for those who rush it would be harder as placing a RP would be hard amongst so many enemis and only other spawn they would have would be a fob or main, or only main if not revived.

So yeah, balances things out even more.
Last edited by Arnoldio on 2010-09-13 13:00, edited 1 time in total.
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ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: reviving&instant spawn to outpost.

Post by ComradeHX »

This, coupled with a buff to rally (longer duration of 10 min or more would be nice), would be perfect.
13DarkWolf
Posts: 76
Joined: 2007-06-06 16:38

Re: reviving&instant spawn to outpost.

Post by 13DarkWolf »

Its a great idea but as has been said before, squad cohesion is going to be incredibly difficult to control. If there doesn't happen to be a competent medic nearby or you are trying to make it to one but are still a long distance away, having to give up is sometimes a necessity, making it very annoying for the person who will have to walk back to the frontline again, as well as the squad itself.

It would be more feasible with the rally points but again, its going to cause a lot more walking about separated from the squad, and radically change the way maps are played out.
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: reviving&instant spawn to outpost.

Post by maarit »

cipher wrote:They would need to change the transport system a lot, though. Otherwise every game is gonna end with one team getting momentum, and the other messing around at main, popping smoke grenades and tk'in each other.

Maybe setting up transit routes between captured flags that AI scripts drive transports between. A player could switch to the driver's seat and take over, if he wanted.
i think that transport system is great.(ecxept apc`s)
and if another team is forced to mainbase and goofying there,they should lose quickly that round.
where was their medic?why they died?where is their transport?its just telling that they play badly and deserve lose the round.

that AI script i dont have any opinion.

goguapsy wrote:This could be interesting... But wouldn't that make gameplay too slow?

I'm talking about time-efficiency here, guys. The most fun I get in this game, besides the joke, is the action, and I believe this would decrease the action by a lot.

Yes this is very teamwork-encouraging, but wouldn't that be too slow for gameplay? I'm not supporting nor letting this down, I just wonder atm.
yeah,it depend what you like,maybe you like more fast gameplay than i do.
but gameplay would go slower but its just cos there would be fear that you get killed and forced to spawn at main,leading to that that squads take more safe ways to the objective.
shortest route is not the safest.

i think that action could decrease to those who lose their life again and again but to those who constantly win firefight with their tactics,actions,would be same.
of course,when one man gets down,your squad is little screwed but there is always ways to handle situtiations like that.give cover to the medic,revive that squadmember....fall back and set rally to him.
there would be action but it would be slightly different.

drkstr wrote:I think this suggestion would work great if we brought back the old rally point system. Rallies would then represent a smaller "medic station" type outpost, rather then a full FOB with heavy asset emplacements. Perhaps even use bigger models for them (like a medic tent) so they can be easier to spot and take out.

I think this suggestion accompanied with the old semi-permanent rally point system would be an excellent balance between squad cohesion and fear of death.
only rallypoint what i would approve with this system would be rallypoint where you can spawn only 6 times or something,then it dissapears and SL needs to fallback to FOB to rearm it.but thats another story.

13DarkWolf wrote:Its a great idea but as has been said before, squad cohesion is going to be incredibly difficult to control. If there doesn't happen to be a competent medic nearby or you are trying to make it to one but are still a long distance away, having to give up is sometimes a necessity, making it very annoying for the person who will have to walk back to the frontline again, as well as the squad itself.

It would be more feasible with the rally points but again, its going to cause a lot more walking about separated from the squad, and radically change the way maps are played out.
why it is so hard to keep squad together?if your medic is miles away and you have to give up and walk back,it should be annoying, that you learn to keep medic in near.
i also think that players act in some way ingame cos game allow us to do it.

but i feel some sorry for the lonewolfers... :twisted:
Last edited by maarit on 2010-09-13 18:42, edited 3 times in total.
Vanya
Posts: 147
Joined: 2009-04-29 01:11

Re: reviving&instant spawn to outpost.

Post by Vanya »

If any of this is possible this is what i think.

No rallies, cool.
I love the idea of spawning at main if you give up.
I would say that if you wait for a medic and no one comes then you have the option to spawn at a fob.

If someone is wounded and a medic gives them an epipen they have half spawn time and have the option to spawn at squad leader. This would make the squad have to fall back away form contacts to be able to get their man back.

This would take them out of the fight and simulate them being "worked on". It would stop people from getting up after being wounded and getting back in to the fight right away but it would also keep the flow of the game as it is now.

This idea could be improved further by adding a time limit to it. For example: Your squad is crossing a street and one squad mate goes down, but you are not able to revive them right away. It takes you 3 min to get them up. Well, after that amount of time they are too wounded to patch up on the battlefield. This is when they could only spawn on a fob.

Now about spawning on SL, some might not like this. Think about it this way if someone is wounded you aren't just going to let them lie there, you would drag them to safety.

Or you could have it so they spawn on the medic at 50% life?

Either way it would prevent people from getting back into the fight too quickly. Also keep from filling up the main and smoking out and TKing.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: reviving&instant spawn to outpost.

Post by goguapsy »

Vanya wrote: This idea could be improved further by adding a time limit to it. For example: Your squad is crossing a street and one squad mate goes down, but you are not able to revive them right away. It takes you 3 min to get them up. Well, after that amount of time they are too wounded to patch up on the battlefield. This is when they could only spawn on a fob.
Wouldn't that lead to rambo medics?


BTW about winnig firefights, I agree with that point, BUT you must realize that I've lost many CQB situations due to my 250 ping. Long range, not a problem. CQB, nightmare...


Ah and don't get me wrong, I love PR being played slowly. But I just think that current slow in some situations would become too slow, I suppose? But I suppose we can adapt, just like with the Rallies. I remember when I first played the beta... half an hour in-game and just 2 deaths on a 64-men server. Now, deaths are much more frequent, and so are FOBs.

Yeah I suppose an event with this suggestion would be the thing to do. I would support it 100%, if I have any supporting power.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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goguapsy
Posts: 3688
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Re: reviving&instant spawn to outpost.

Post by goguapsy »

Vanya wrote:If any of this is possible this is what i think.

No rallies, cool.
I love the idea of spawning at main if you give up.
I would say that if you wait for a medic and no one comes then you have the option to spawn at a fob.
Well... then you must wait 5 minutes to spawn at a FOB? Wouldn't that be a bit too much (ie. sometimes it would be faster to walk from main?)

What if we did that if you were revived (and spawned at FOB) you didn't lose tickets, but if you gave up, got dead dead and must spawn at main (OR you got revived and spawned at main) you lose a ticket? Does that make sense?

Of coure, to prevent exploit, a minimum of 250m radius from main would be needed for making FOBs...
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Bringerof_D
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Joined: 2007-11-16 04:43

Re: reviving&instant spawn to outpost.

Post by Bringerof_D »

i really like this idea, a death = spawn at main to simulate a new soldier being transferred in. Wounded revive then = getting patched up in a field hospital.

my guess is that'd be hardcoded but i think it'd be worth a try.
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Ratha
Posts: 17
Joined: 2010-07-19 08:24

Re: reviving&instant spawn to outpost.

Post by Ratha »

First off for a new idea to be successful there needs to be a problem? What exactly is the problem we are trying to solve here? This topic is pretty old and has seen many iterations of PR over its discussions. Is it that people are giving up too fast? Is it that players are being reckless?

While this proposition has some merits, i think it also has some significant pitfalls that outweigh them. The current system in place as of .917 seems to work pretty good in my opinion. If you get wounded theres a timer so you die if you are wounded again in that time frame. Stops players from being completely reckless and infinitely reviveable in a short period of time. Perhaps increasing that timer from 2 minutes to 3 or even 5 minutes would help some.

Regarding giving up too fast, perhaps the give up timer needs to be increased to ~2-5 minutes, that would certainly solve the 30-45 second giveup/respawn/reinforcement problem, but then you would possibly have players disconnecting and reconnecting in order to spawn in faster again. Specially if they had to spawn at the main anyway.

Is it that they are being reckless? Well i guarantee you that if squads are forced to be spread out all over the map because of deaths, its not going to make a squad work together more or be more careful, its just going to mean that squads are going to be spread out across the map walking back to their squad leaders, and taking more risks because they are bored or cant reach their squad.. unless theres someone willing to transport them around all the time. This will be a complete detriment to the focus of PR: teamplay.

Heres what happens when you introduce forced respawns: Squads no longer have to conserve ammo because they have no expectation to survive for very long, and thus can use up all their ammo without really worrying because by the time they get low they will probably be wounded or dead and spawn in again with fresh ammo. Currently you can swap kits with anyone on the ground, but that tends to be hit and miss, you dont always get what you want when that happens. Spawning back in with what you want is better than staying alive and settling for something you dont want to most players.

The current system allows players to 'live again' and to keep their kit and thus they need to try and not waste all their ammo. They never know when the next resupply might be. Most pub players wont care if the team loses a ticket if they get to spawn back in with all their grenades refreshed or with a better kit than they were using.

The current system basically forces the aggressive team to completely destroy the enemy squad in an area, or a medic could come back in and revive them all. This makes some degree of sense gameplay wise, to me it simulates 'clearing' an area. If you dont clear the area, you never know how many hostiles could still be there. Currently you cant drop a rally within 100m radius of enemy forces, so just by having forces close to the enemy, you stop them from resupplying troops.

Im generally for voting against forced respawns, i think it would ruin the dynamic flow of the game in its current state. Would need a lot of other significant changes to the way the game plays, and a lot of thought applied to it to be able to support a change like that. Make the game too slow and no one wants to play it. Make it too fast and everyone suicide rushes everywhere. I think this would be a move towards too slow/breaking teamwork. And dont get me wrong, im all about a slow played game.
Arnoldio
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Re: reviving&instant spawn to outpost.

Post by Arnoldio »

If this system cannot be implemented, it would be nice to have the 2 minute deathframe extended to 99999, so you can only be revived once and then you are "wounded" but stil combat effective and any other injuries will kill you upon being critically wounded.
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Vanya
Posts: 147
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Re: reviving&instant spawn to outpost.

Post by Vanya »

goguapsy wrote:Wouldn't that lead to rambo medics?
There will always be people that will use any cheap tactic to get ahead. Sadly.
goguapsy wrote:Well... then you must wait 5 minutes to spawn at a FOB? Wouldn't that be a bit too much (ie. sometimes it would be faster to walk from main?)
Now that I think about that it is pretty messed up to wait that long. I'm all for the 5mins before you die. But what about taking that 5 minutes down a bit. It would take care of the situation where you clear out a squad and the medic revives them after you are gone. Yeah, yeah, I know you can search for the medic, but it slows the flow down a bit.

LoL, or make it so you can give the downed enemies a cap or two to make sure they are down. I guess that would be a "wounded" the same as it is now and taking another shot would be like getting hit after a medic revived you.


All in all I'm pretty happy the way everything is now. Just adding ideas.
cipher
Posts: 167
Joined: 2009-04-17 14:50

Re: reviving&instant spawn to outpost.

Post by cipher »

13DarkWolf wrote:Its a great idea but as has been said before, squad cohesion is going to be incredibly difficult to control.
That's true. It would definitely change a lot. A lot of people would not want to play the game anymore and only more slow-paced player would stay. Really, I just thought it was a realistic change that removed a lot of nonsense from the game. The medic system is as ridiculous Quad-Damage and mushroom power-ups to me. I think it promotes extra bull too, since people fell (cause they really are) invincible on their first life. But as far as fixing the attitudes of players goes, they would have to come up with a way to integrate mumble to let squads communicate and put up information somewhere to teach normal players how they're supposed to actually play the game. Most people really don't get it, and it's not they're fault. Tweaking the rules is honestly like trying to train people like cats & dogs.

Sounds like a plan to me. Anyone up for creating prguide.com? I'll be the first to volunteer.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: reviving&instant spawn to outpost.

Post by goguapsy »

cipher wrote: Sounds like a plan to me. Anyone up for creating prguide.com? I'll be the first to volunteer.
https://www.realitymod.com/forum/f10-pr ... oject.html

;)

Vanya wrote: LoL, or make it so you can give the downed enemies a cap or two to make sure they are down. I guess that would be a "wounded" the same as it is now and taking another shot would be like getting hit after a medic revived you.
I thought current ROE prevents you from doing so? Of course you would arrest that guy... perhaps if you punched/knifed the wounded enemy it could work... AND would prevent long-distance dead-deadness... Know what I mean? As in, kill a wounded enemy from afar?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Darknecron
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Re: reviving&instant spawn to outpost.

Post by Darknecron »

[R-DEV]Rudd wrote:I'd like this for Taliban and Insurgents,
Agreed.
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ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: reviving&instant spawn to outpost.

Post by ytman »

I think the idea is worth exploring. I'm not sure if it'd be better or worse than our current system, but if doable its worth a shot due to added realism. + It'd make the rally system more valuable.

(One con there is though, as only the squad leader can place a rally, if he goes down.... POOF... no way back but a long arduous trek, which isn't realistic as their would be someone to take the squad leaders spot)

Suggestion on how to implement this:

Have the 'epipen' 'kill' a wounded soldier without taking a ticket away (I assume this can be coded in python). Then to get past the con mentioned above allow any squad member with a SQD LDR kit to place a Rally down as long as the Squad has not placed a rally down in the last 10 minutes.

I think this would increase the use of the rally point and also reinforce the idea that FOs are moreso our front lines than CPs.
Arnoldio
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Re: reviving&instant spawn to outpost.

Post by Arnoldio »

If SL is gone, yes another guy can take the squad but no completely.... then they have to regroup and old SL is in action. Its even mroe realistic that way kinda.
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Hotrod525
Posts: 2215
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Re: reviving&instant spawn to outpost.

Post by Hotrod525 »

[R-MOD]BloodBane611 wrote:This could be a good system, if it could be coded it would be interesting to test ingame. I do agree that something should be done to more realistically reflect the way real combat medicine works (i.e. most of the time soldiers don't simply take a bullet, get a bandage on it, and return to the fight).
Yeah, and this could be a nice introduction way to medical chopper in-game, unarmed with a big red cross patch only for carrying wounded, and to prevent the use of the medevac helo, it should damage you to a certain point if you're not wounded, just like said above, if it was possible to make only the passenger auto-damage/heal to bring the health at 75%, so that way people wont be able to use it as transport
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