Re: Rallies in 1.0? (change log)
Posted: 2013-04-13 13:50
Rudd, you've played with Bullseye on TG before, right? Now re-think your statement my friend.[R-DEV]Rudd wrote: what about on a map that has no choppers? (at least for one team) I have yet to find the player who gets his adrenaline fix driving a truck to and from battle
I'm wondering how hunting for rallies will be different from the current tactics, which is hunting for FOBs? Does anyone else wonder this as well?
FOBs/Rallies cause players to give up quickly so they can get their ADD on and get back to the fight immediately. Hasn't this *always* been an issue with the casual, less-teamwork orientated players in PR? They're almost as begrudged as the newbie pilot or the guy who joins your squad just to take a sniper kit and then leaves to lone wolf aren't they?
Perhaps the best "cure" for any problems that a more permanent rally may introduce is more effective leadership from SLs. Order downed players to wait for a medic to revive them. Get them more into the mindset that every life matters to the team and the overall objective. Train them. Make them see "the light". If they won't listen then kick them from the squad. Eventually - hopefully - they'll learn their lesson and start to work with everyone else. If they won't then at least you won't have to deal with them. The reality of it is is that not everyone can be "saved", but it shouldn't be for lack of trying.
This isn't the job of the DEV team, they simply provide the framework for us to play. It is up to the PR community to utilize the tools that they give us to bring the mod "to life" and play the game the way we all want it to be played. The mindset of "it's always someone else's fault" is very counter-productive to us achieving that goal. How about the serious PR players instead bear some of the burden of instilling some teamwork into those that play the mod with us where it is missing? I think we're missing the forest for the trees on this one.