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Posted: 2007-07-28 16:02
by Outlawz7
'[R-PUB wrote:bosco']Let Insurgents spawn on ammo caches?
How about random ammo cache spawns?
One minute you can spawn on the cache in the refinery, next at the suburbs etc..

Posted: 2007-07-28 16:13
by Metis-M
dunehunter wrote:Metis-M, I think that he implies taking them out with his squad, not that he would go solo squad hunting. GL taking out 5 people who are together and aren't total idiots anyway.

Then it should be no problem, he has his squad, maybe he should think that these enemies are another troops or another squad.
I dont want walk for hours to meet only some enemies, if it is a battlefield, then there should be many troops.

Posted: 2007-07-28 17:03
by gazzthompson
Metis-M wrote:Then it should be no problem, he has his squad, maybe he should think that these enemies are another troops or another squad.
I dont want walk for hours to meet only some enemies, if it is a battlefield, then there should be many troops.
but its stupid, i should be able to wipe out a squad , and await a counter attack rather than have men magically appear in front of me , RP's r more realistic than spawning on a single person

Posted: 2007-07-28 17:12
by youm0nt
'[R-PUB wrote:bosco']Let Insurgents spawn on ammo caches?
How about spawning in on random "safe houses" scattered around the map? The spawn points can change every 30 seconds or every minute, whichever, from safe house to safe house.

Posted: 2007-07-28 17:15
by IAJTHOMAS
Metis-M wrote:if it is a battlefield, then there should be many troops.
The number of troops remains constant, where they appear from is the point. For me having them appear 100m away at an arranged location is every so slightly more realistic than them appearing out of thin air in a firefight.

I agree that spawning at a base all the time would be tiresome, but a 100m walk to the nearest flag seems a good compromise between reality and having needlessly tiresome gameplay.

Posted: 2007-07-28 17:18
by [T]Terranova7
nidpants wrote:I like Terranova's idea of disabling the SL if you are in "enemy territory", but the definition of this becomes tricky. Even just disabling the SL spawn when capping a flag would work well enough.
Well I simply thought the SL spawn could function in the same manner as the RP system. Basically once the SL has entered a CP's specified range (say 100 or more meters, could depend on the map) then the squad members could not spawn on the SL. Just like how the SL cannot place down a RP within a certain range of the enemies' CP.

It could also work the other way around, where the squad members can't spawn on the SL if he or she is too close to a friendly CP. The range could be a little less limited, but it would be enough to prevent defenders from spawning in on the SL while you and your squad attempt to cap the flag.

Posted: 2007-07-28 17:31
by fuzzhead
IAJTHOMAS wrote: I agree that spawning at a base all the time would be tiresome, but a 100m walk to the nearest flag seems a good compromise between reality and having needlessly tiresome gameplay.
QFT

Posted: 2007-07-28 17:36
by Outlawz7
Well, if SL spawn is removed, we'll depend on RPs, which can be flanked by one guy and knifed...but if we had them destroyable by C4/Slam it would just encourage RP camping...

I found out, that in some maps there is little space for RPs. There's little places, you can put a RP inside the city in Ejod, for example, since the rule has been increased from 75m to 100m...

Posted: 2007-07-28 17:57
by Wolfe
Don't have to depend on rally points... maybe change the commander asset system to allow a firebase off the bat.

Then squads would be more likely to help the commander build and protect them since it would be the only way to spawn in the field. Kinda a mid-point between the previous flag and the objective flag.

Posted: 2007-07-29 14:54
by tekkyy
Terranova wrote:Basically once the SL has entered a CP's specified range (say 100 or more meters, could depend on the map) then the squad members could not spawn on the SL. Just like how the SL cannot place down a RP within a certain range of the enemies' CP.
That would be the minimum I am thinking.

I feel its not quite right that SL goes to an enemy flag and pooff an army pops out.

Posted: 2007-07-29 15:42
by gazzthompson
tekkyy wrote:That would be the minimum I am thinking.

I feel its not quite right that SL goes to an enemy flag and pooff an army pops out.
exactly , the squad leader should either :

1: have to wait for the rest of the squad to meet up with them
2: fall back and regroup

rather than having them spawn on him

Posted: 2007-07-29 18:22
by Guerra
Personally, I'd like to see a "wave" system for player spawning. every two minutes the teams respawn back at the base or perhaps at the "2nd" nearest flag, but certainly not any flag that is under attack.

I don't like spawning out of APCs, out of my SL's bum, or some kind of bag (rally point), etc. I think wounded troops should remain critical for longer periods of time, solidifying the role of the medic.

It's certainly possible. Would be nice if the PR devs added it as a game mode, so people can have an option.

Posted: 2007-07-29 19:25
by MichSt-Spartan
Do you fools even think before posting threads? This is ridiculous: it would destroy teamwork and turn PR into a vanilla lonewolf free-for-all.

Posted: 2007-07-29 22:50
by fuzzhead
Spartan it appears your the one who does not even think before posting ??? theres several good point brought up by this thread please be more constructive under your argument other than 'it was make into vanilla free for all'

Posted: 2007-07-29 23:02
by Ace42
I can see arguments both for and against:

On the "for" side, it is unrealistic and "cheap" to dump a squad onto a rally, and it makes a lot of SL hide in the corner of a dark room and act only as a mobile spawnpoint. Experienced little-bird flyers would get a lot more action reuniting groups, but on publics it would prolly descend into chaos.

Also on the against side, there's a lot of long walks as it is, and one unlucky round from an unseen tank taking out your squad's car could see a complete squad mutiny and lone-wolfing when it's just as easy for them to solo back and not be in as big a group that is, consequently, more likely to get noticed than a lone player.

Especially as insurgents spawns are ... touchy... enough as it is, what with them being quite conspicuous, often driven off by inexperienced players, etc etc.

Now, one thing that I think would be cool is if SL spawning were kept *on* for insurgents only. That would really add more flavour to the insurgent side, and create the "swarm" effect seen in stuff like Blackhawk Down, where one insurgent suddenly turns into a load of them piling out of buildings, etc. It would really make up for their lack of rallys, having this faction-making option. Although, of course, no idea if it is possible to turn off squad spawning ONLY for one faction or not...

Posted: 2007-07-29 23:53
by IAJTHOMAS
MichSt-Spartan wrote:it would destroy teamwork
Surely it would increase teamwork? Needing to build bunkers, keeping people alive becomes more important, squads would have to cover each other in retreat if too many members are lost, etc etc

I think what you mean is "those who find it difficult to function as a team would find it even more difficult in such an environment."

Posted: 2007-07-30 00:53
by gazzthompson
MichSt-Spartan wrote:Do you fools even think before posting threads? This is ridiculous: it would destroy teamwork and turn PR into a vanilla lonewolf free-for-all.
how so ? if u r going to call me a fool , please say why

Posted: 2007-07-30 11:29
by AnRK
I concur. Have you read any of the posts beforehand.

It'll be a win win situation because he'll probably either say something stupid and it'll be hilarious or he won't post at all thus proving his stupidity.

Anyway on point with regards to the walking I'd imagine they'd include alot more transport if they implemented this system and with a potential abundance of bunkers and a firebase on top of that then I can't really see the problem.

Posted: 2007-07-30 12:53
by Red Halibut
Hmmm,

As much as I like this idea, it takes PR in a direction that makes me less likely to play it.
"Why?", you may ask, "What's wrong with making it more 'realistic'?"

Well speaking personally, the problem is simple. I'm nearly 40, married with two kids and with limited gaming time. I cannot join an active PR "clan", because I can't commit time to showing up for "squad practice" and I certainly can't make myself available on a Saturday Afternoon for a clan match.

Removing SL spawn without some form of alternative being provided moves PR in a direction of requiring more teamwork. That is prima facie a good idea, but at some point a line gets crossed where playing on public servers (i.e. not as part of a clan team) becomes next to impossible because of the requirements for co-ordination.

If, or when, that happens then with regret I'll have to hang up my size 11s and go and play something else. Not because I want to, but because for me all the fun will have gone and I will just become increasingly frustrated with the lack of teamplay while not being able to do anything about it.

I stopped playing World of Warcraft when I reached level 60 because all the interesting content required being part of a 40-man RAID. These started at 7pm and because I couldn't commit, there was nothing left for me.

As a plea, for those of you punting the "In Reality you don't spawn in on your squad leader" line, While I agree with you, I would respond "In Reality, I only have the time to play after 9pm UK time, three days a week, and I have to hold down a job. I don't 'spawn' *anywhere" (despite my name ;) ).

SO here's my summary: I don't have a "game" reason for objecting for the removal of SL spawns, but at some point in its relentless drive for reality PR is going to have to ask itself whether it wants to remain playable on public servers or whether it will really only be playable if you are in a clan with the time to devote to it. I *personally* believe we are getting close to that point.

Posted: 2007-07-30 14:05
by gazzthompson
Red Halibut wrote:Hmmm,

As much as I like this idea, it takes PR in a direction that makes me less likely to play it.
"Why?", you may ask, "What's wrong with making it more 'realistic'?"

Well speaking personally, the problem is simple. I'm nearly 40, married with two kids and with limited gaming time. I cannot join an active PR "clan", because I can't commit time to showing up for "squad practice" and I certainly can't make myself available on a Saturday Afternoon for a clan match.

Removing SL spawn without some form of alternative being provided moves PR in a direction of requiring more teamwork. That is prima facie a good idea, but at some point a line gets crossed where playing on public servers (i.e. not as part of a clan team) becomes next to impossible because of the requirements for co-ordination.

If, or when, that happens then with regret I'll have to hang up my size 11s and go and play something else. Not because I want to, but because for me all the fun will have gone and I will just become increasingly frustrated with the lack of teamplay while not being able to do anything about it.

I stopped playing World of Warcraft when I reached level 60 because all the interesting content required being part of a 40-man RAID. These started at 7pm and because I couldn't commit, there was nothing left for me.

As a plea, for those of you punting the "In Reality you don't spawn in on your squad leader" line, While I agree with you, I would respond "In Reality, I only have the time to play after 9pm UK time, three days a week, and I have to hold down a job. I don't 'spawn' *anywhere" (despite my name ;) ).

SO here's my summary: I don't have a "game" reason for objecting for the removal of SL spawns, but at some point in its relentless drive for reality PR is going to have to ask itself whether it wants to remain playable on public servers or whether it will really only be playable if you are in a clan with the time to devote to it. I *personally* believe we are getting close to that point.
i see your point , but i now put a RP down when ever i attack or defend a flag , i still don't see how this will effect that much , instead of spawning straight into combat i have to run 100/150 m .

remember u will still have"

1. firebase
2. bunker
3. APC
4. RP