Re: tweaking rally points
Posted: 2011-02-06 16:48
This is more or less what you or me can do now. You can sit back with AR, send your 4 SMs to fight and put down a rally for them everytime they fail. beacouse they will fial, without AR support and leader, and if not, then they would pown enemy with full 6 man squad.ytman wrote:There is too. Squad leader and AR sit back at the point while droves of the undead assault the objective. Plz don't assume things, I read it all..
Then why is nobody doing it?
Because it is useless.
Yes people can abuse this system, and they would be able to abuse sggested one, but this way it it would be pointless
More than that if you would want to admit that you can possible have the AR on your rally, so he keeps it active, and supporting the rest of your squad. That would have 2 major flaws. One being the stream of tracers is leading enemy on your AR, and the second that your rally is within 10 metres from him.
We can introduce some time penalty before a rally becomes active as we have at FOBs, so its not as you describe. That would force rallys to be used before action, not after.ytman wrote:Move to a new position drop a rally. Over ran? Move again. Over ran? Move again. This is the problem with reducing its rearm time..
Dont forget you would have to pick up last rally before putting down another.
Guess it wont be infinite, and guess you know it... Maybe it would be hard to implement that if i pick up a rally without ammo / with not much ammo, that i dont put down a new, fully filled rally.ytman wrote:I was liking the rearm idea... the biggest issue with this is that you now have a HAT team that has unlimited ammo. You can't decide what reloads what, only ammo exists and it can reload anything.
And why a AT team cant have spare rockets at their rally point?
My idea is that it could be done as two separate objects, a rally point that is for the respawning purpose and is represented by these racks, and a rearm point, that is there for the rearming purpose, is represented by a pile of ammo bags, has limited ammo and vanishes when empty, to say there is no more ammo.
When putting down a rally point, a rearm point would spawn with it, and when picking up the rally point SL would too have to pick up the rearm point too, so its not left behind.
When the he would pick up only the rally point or the ammo would be all consumed, on the next time he would set a rally, there would be no ammo near it, which makes sence
It also might be implemented that when there is too little ammo in the rearm point, and you would want to pick it up, a message would appear saying "Its not worth taking with us" or something, that would stop this:
You put down a rally, a rearm spawns with it, you rearm at it, it has some little ammo in it, so you pick up the rally and move on. In this case you would be rearmed and have full rearm point near your next rally, while with my above suggestion you would not.
just my 2 penny ideas.
-lucky
EDIT: Huh, my longest post so far i guess, sorry, could be shorter...