Social Experiment

Suggestions from our community members for PR:BF2. Read the stickies before posting.
KingLorre
Posts: 1893
Joined: 2006-10-21 14:01

Re: Social Experiment

Post by KingLorre »

Speaking of size of map, the map we'd have to play should be both intresting and large.

May i just trow in a crazy idea and put forward Wake Island(the Combined arms one)

I mean i think you could have awesome stuff there with planned and prepared beach landings, air offencives and digging in on the islands.

I'd say it be fun! even tho that map isnt really done yet.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Social Experiment

Post by Wicca »

[R-DEV]AfterDune wrote:To get this straight: Is this social experiment to investigate player's behaviours, or do you want to test a semi-persistent "world" in PR?

If A, I misunderstood the topic.

If B, then some things have to change if you ask me, because I don't think the current PR maps+assets are layed out to be used for this system.
Its both really.

I want it simple and stupid, so the players decide how they want to play. Just like real life.

How will these people act in an enviroment for that long?

Also, i dont find it realistic to excpect someone to take 24 hours of their life to play PR nonstop. That sounds, hard.

If anyone does do that, leave your name in shame :P hehe JK!

But i would like to see how people acted with mumble and all that.

IE staying at a FOB for two hours, patroling for an hour. How would they act, its really both.
Xact Wicca is The Joker. That is all.
anglomanii
Posts: 701
Joined: 2008-12-20 10:38

Re: Social Experiment

Post by anglomanii »

you need a new map set up like a border zone, so that when the game kicks off, you have a natural dividing feature, "border line" and this natural feature enables a neutral start (possibly) from that starting point, you can see where it takes you.
(you just know some jerk with a sniper rifle will start WW3)



<22:31:15> "Supahpingi": i was actually mastrubating ferosiosly to mike meyers pictures
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Social Experiment

Post by AfterDune »

Playing a game for 24 hours is really bad for your health. If you're not too healthy already, it can actually kill you, so I wouldn't recommend it :p .

It sounds like you're interested in people's behaviour when a map runs for 24+ hours :) . My personal interest would be more towards creating semi-persistent worlds/missions in PR, but I'll just make a separate thread about that if I feel like it, to not disturb this one.
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Shooter90
Posts: 66
Joined: 2010-01-18 01:40

Re: Social Experiment

Post by Shooter90 »

I would like to see the counter for this social experiment. PR2 should have this feature for those who want to play hardcore on one vast map. It would be crazy to drag on a battle which turns into an all out war. I think leaving it after 12 hours would result to heavy total casualties unless the commanders or everyone feels diplomatic. If they play it safe, likely minor to moderate casualties.

It's a very ArmA idea. I've played games in ArmA which lasted a day, longest was about a day and 16 hours and 46 minutes. It was sundown when the final city was captured. I actually played through that day and an additional 4 hours at the end as part of the final push. Both sides in total suffered about 2000 casualties since we were playing it safe. It took about 9 shifts of alternating 14-30 man teams. It was awesome.
Tahanatos
Posts: 272
Joined: 2009-01-21 06:18

Re: Social Experiment

Post by Tahanatos »

Couldnt u dissable respawn and lock the server after everybody joined?

Get an endless amount of tickets and somehow dissable respawn. The only thing u would need are a SQL and Commander who have been briefed on missions and patrols and off u go. Nobody would live for 24 hrs so dont worry about your health.
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Albatross
Posts: 114
Joined: 2008-06-27 23:15

Re: Social Experiment

Post by Albatross »

Yea i would say it wouldn't be good for the mental or physical posture of someone gaming for that long but i am sure you can find some eager kids willing too do it
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Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: Social Experiment

Post by Zeno »

i will start making something today or tomorrow and show you a way this could be done :mrgreen:
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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Social Experiment

Post by killonsight95 »

it need to be a 8x8 map with forest areas and some open spaces, maybe even a river.
atm the closest thing we have to this is C&C mode
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Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Social Experiment

Post by Wicca »

Ok, lets just put our heds down in the mud for a while.

To make this easy, simple and extremly easy to undersand and to actually create.

Forget about making new maps, coding new ****, or rearanging maps.

9999 Tickets

24 hours

no flags

AAS mode.

What map doesnt matter, use the already existing veichles. Simple stupid, and then from that work on what doesnt work, and what works.

The point of the matter is, that when you have someone in a server for such a long time, these missions probably will happend anyway.

IE, i am a commander over 31 players, and my objective is to kill as many enemies as possible before 24 hours have passed.

Organizing scouting mission, setting up ambushes, getting QRF at standby on key central locations Etc.

This is what the player can do, the player can choose to be a douchbag and blow up his teamates, its really what this is about, and experiment to see what people would do with theese simple "settings" What would you do?

And i want to hear what you would do, not how you would code it, its just up to the player how he wants to play the game, like they say, you can code the game all you want, but you cant code the players, players are hardcoded.
Xact Wicca is The Joker. That is all.
Tahanatos
Posts: 272
Joined: 2009-01-21 06:18

Re: Social Experiment

Post by Tahanatos »

Wicca wrote:Ok, lets just put our heds down in the mud for a while.

To make this easy, simple and extremly easy to undersand and to actually create.

Forget about making new maps, coding new ****, or rearanging maps.

9999 Tickets

24 hours

no flags

AAS mode.

What map doesnt matter, use the already existing veichles. Simple stupid, and then from that work on what doesnt work, and what works.

The point of the matter is, that when you have someone in a server for such a long time, these missions probably will happend anyway.

IE, i am a commander over 31 players, and my objective is to kill as many enemies as possible before 24 hours have passed.

Organizing scouting mission, setting up ambushes, getting QRF at standby on key central locations Etc.

This is what the player can do, the player can choose to be a douchbag and blow up his teamates, its really what this is about, and experiment to see what people would do with theese simple "settings" What would you do?

And i want to hear what you would do, not how you would code it, its just up to the player how he wants to play the game, like they say, you can code the game all you want, but you cant code the players, players are hardcoded.


I think that is as close as u can get to a real scenario
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[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: Social Experiment

Post by [uBp]Irish »

might be dumb... but isnt this just an extended idea of CnC?

No flags (except spawns).

Your team goes out and establishes its FOBs in areas of high interest. Example (A town that can provide a good staging ground, a hill that provides excellent overwatch, a canyon pass that allows for control of a major route into an area). However the other team is doing this as well so now you have battles for those contested areas. If one team gets a FOB setup in an opportunistic place, but is getting attacked, it'd be up to the CO of the cutoff team to decide how to allocate resources. This whole process then goes into establishing the "frontlines".

That is something that could be a real possibility. However I think the main issue arrises in the fact that you only have 32 people on your team. Split that down into the squads that now have to control different assets and you're getting pretty thin on the amount of people that you can hae attacking and defending certain areas. So instead of a mass "no flag conflict" that immiates war you're really only having small confined battles with platoon sized fire and movement - since that's all that you can afford.

Main Point: The amount of players possible on the server is the real limiting factor.. not so much the flags or time schedules.
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Qaiex
Posts: 7279
Joined: 2009-02-28 21:05

Re: Social Experiment

Post by Qaiex »

There's a high risk of people getting bored when they feel like the game isn't going anywhere. Players have a choice to leave, play different maps etc.

What would you say is the incentive for staying on the server?
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Social Experiment

Post by Wicca »

Well, its all up to the players how much fun they want.

And the commanders, i mean, who hasnt spent 10 min just hanging out with people talking, and walking etc.

This is what PR is, its not the "codings" or kits or veichles or flags that depict what you do in a server, sure they play a major role, but we are not robots, and if i was a CO of such a server, of a team, id have my entire team attack an objective at the same time, since time isnt an issue, id just take on thing at a time, maybe the enemy commander would do the same.

But i will say, im really interested into what will actually happend, rather what i would imagine.

Seriously, its ultimate PR, its no rules no "special objectives" Its u and the enemy. Who lives who dies, then the players using the tools they have, make up the rules as to how they will kill the enemy.

Like real life or sandbox or smt.
Xact Wicca is The Joker. That is all.
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Social Experiment

Post by Wicca »

Example 1 of possible scenarios.

YouTube - PR v0.85 Op. Archer - 5 infantry squads convoy (part 1 of 2)

YouTube - PR v0.85 Op. Archer - 5 infantry squads convoy (part 2 of 2)

Basically.

Its anything can happend, it aint the "game" that depicts it, it just gives you points. You decide what you do.
Xact Wicca is The Joker. That is all.
doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Social Experiment

Post by doop-de-doo »

No insurgency maps.

Use a map like Yamalia or Silent Eagle where there is plenty of room to breathe.

Each team needs main base for rearm and repair.

Nothing needs to be pre-planned out.

Please don't lock the server.

:evil: B4TM4N :evil:
Shaihuluid
Posts: 529
Joined: 2009-08-04 03:10

Re: Social Experiment

Post by Shaihuluid »

Edit: I had a cool Idea, but have decided to create it's own topic in the suggestions forum.

just too epic :p
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Social Experiment

Post by Wicca »

No the point isnt that its going to be insurgency, im just saying to make things work, it needs to be very simple, so people can figure things out themselfs, and let the players complicate stuff.
Xact Wicca is The Joker. That is all.
-.-Maverick-.-
Posts: 361
Joined: 2009-06-07 17:14

Re: Social Experiment

Post by -.-Maverick-.- »

Would certainly be interesting, but only with a good team.
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Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: Social Experiment

Post by Ts4EVER »

Not quite the same idea, but you guys also have tournaments and campaigns in PR? (I think you call them community events)
I always wondered how it would turn out if every team got its own set of objectives before the battle starts, without knowing what the enemy has to do to win.
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