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Re: tweaking rally points

Posted: 2011-02-06 16:48
by lucky.BOY
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..
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.
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.
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..
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.
Dont forget you would have to pick up last rally before putting down another.
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.
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.

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...

Re: tweaking rally points

Posted: 2011-02-07 16:39
by Wo0Do0
Celestial1 wrote:I still see absolutely no benefit of this system.
Maybe I play with TG too much (no excuse, the letters "TG" don't make you smarter or better at this game, step your game up), but it seems redundant; it's the same system we have now, the only difference being that the rally is a persistent object (even though it can't be spawned on), and the SL can use it to spawn.

Sounds like the SL should just be more thoughtful and cautious. There is always a way to survive, always a way to regroup.
try reading it again mate, you obviously missed out on a few significant changes.

Re: tweaking rally points

Posted: 2011-02-08 11:54
by killonsight95
maybe the re-arm point is re-armed by itself lets say you need half the re-arm points left to be able to pick it up? when you pick it up you get re-armed although that sounds hard-coded.

I really like the idea of havin a re-arm point and a rally point however this kind of makes riflemen redundent and takes away from the logistics side of things.

Re: tweaking rally points

Posted: 2011-02-11 01:13
by SeanRamey
Ok I wanna make sure the devs constantly see this, lol. So bumpty bumpty.

Re: tweaking rally points

Posted: 2011-02-11 15:39
by amazing_retard
Should the rally point also cost tickets? Since it does represent ammo and gear too.

Re: tweaking rally points

Posted: 2011-02-11 16:04
by lucky.BOY
killonsight95 wrote: ...
I really like the idea of havin a re-arm point and a rally point however this kind of makes riflemen redundent and takes away from the logistics side of things.
OK, i think we can leave the ammo out. It can by left for riflemen and vehicles..

Re: tweaking rally points

Posted: 2011-02-11 20:43
by Bringerof_D
lucky.BOY wrote:OK, i think we can leave the ammo out. It can by left for riflemen and vehicles..
yes after much thought i agree the ammunition should either be really really limited or left out entirely.

hopefully most people realized that when i place a (?) behind a point, it means it can be left out or best left to be decided by devs.

Re: tweaking rally points

Posted: 2011-02-18 08:01
by Fishbone
Excellent idea. Perhaps a possible refinement:

Rally points should be set before combat and not after
  • Setting a RP requires 4 alive squad members within X metres of SL.
  • Spawning on a RP requires 2 alive squad members to be within X metres of RP.
Result:
  • SL will need to think ahead where to place a RP before engaging the enemy. If the squad has too many losses ( >2 for full squad) the SL cannot set the RP.
  • RP will work in effect as a squad FB. But as living SMs need to be near RP and enemies cannot be nearby it means that the squad needs to actively disengage the enemy.
  • In comparision to the current system: as the current RP only needs 1 SM next to SL to be able to be set it can be used after the squad has sustained many losses. It requires no planning.

Re: tweaking rally points

Posted: 2011-02-18 12:39
by Spec
Hmmm... actually, a rally point without time limit that requires the surviving squad members to be nearby for the others to respawn would be pretty cool.

Re: tweaking rally points

Posted: 2011-02-18 19:11
by Bringerof_D
continued input is much appreciated. hopefully this method of implementing rallies can be tested in the near future.

from now on i will be checking regularly to add all good and unique points into the OP

Re: tweaking rally points

Posted: 2011-02-18 21:44
by goguapsy
Fishbone wrote:Excellent idea. Perhaps a possible refinement:

Rally points should be set before combat and not after
  • Setting a RP requires 4 alive squad members within X metres of SL.
  • Spawning on a RP requires 2 alive squad members to be within X metres of RP.
Result:
  • SL will need to think ahead where to place a RP before engaging the enemy. If the squad has too many losses ( >2 for full squad) the SL cannot set the RP.
  • RP will work in effect as a squad FB. But as living SMs need to be near RP and enemies cannot be nearby it means that the squad needs to actively disengage the enemy.
  • In comparision to the current system: as the current RP only needs 1 SM next to SL to be able to be set it can be used after the squad has sustained many losses. It requires no planning.
You still have to disengate from the enemy to make a rally point. I mean, this idea is a half-way between the old system (Squad-FOB, like you stated) and the current system, without a time limit.

I really like how it is right now. The distance and everything.

I myself can't think of a better rally point system right now - so I'll just drop myself here. I'm sure the community will come up with something eventually. Keeping posting these stuff here - suggestions lead to results.

Re: tweaking rally points

Posted: 2011-02-18 23:04
by Ccharge
I have to say I disagree with some points of this. First things first, anything is a improvement over human waves. The problem starts when you suggest unlimited time on the rally. Although yes your suggesting the two squad mates within a certian range and no enemies in a range I just dont like the idea that a squad that you have previously killed can respawn right behind you again. Right now I can see how you feel that your flanking force getting destroyed and have to start over seems unfair but the fact that they can spawn behind you without having to have any prior setup besides making sure two guys and your sl are able to run back to the rally is equally as unfair. If you manage to position a FOB with the correct logistics without being spotted, well then congrats. Now you have the right to spawn behind the enemy. This is also going to encourage people to want to instantly give up if there rally is near again.

The only way I would support this is if the rally would cost tickets to place. If the squad mates had to be within 10 meters and no enemys within 200 meters. If this feels a little over the top well then your wrong. 200 meters isnt a far run and it means that you cant just fall back to gather reinforcements. It means you have to clear the area.

Also, right now I dont feel the squads need anything more to encourage working together. At the moment im worried about teams. The introduction of being able to spawn so easily will make constructing and attacking fobs almost obselete.

Re: tweaking rally points

Posted: 2011-02-19 05:09
by Bringerof_D
Ccharge wrote:I have to say I disagree with some points of this. First things first, anything is a improvement over human waves. The problem starts when you suggest unlimited time on the rally. Although yes your suggesting the two squad mates within a certian range and no enemies in a range I just dont like the idea that a squad that you have previously killed can respawn right behind you again. Right now I can see how you feel that your flanking force getting destroyed and have to start over seems unfair but the fact that they can spawn behind you without having to have any prior setup besides making sure two guys and your sl are able to run back to the rally is equally as unfair. If you manage to position a FOB with the correct logistics without being spotted, well then congrats. Now you have the right to spawn behind the enemy. This is also going to encourage people to want to instantly give up if there rally is near again.

The only way I would support this is if the rally would cost tickets to place. If the squad mates had to be within 10 meters and no enemys within 200 meters. If this feels a little over the top well then your wrong. 200 meters isnt a far run and it means that you cant just fall back to gather reinforcements. It means you have to clear the area.

Also, right now I dont feel the squads need anything more to encourage working together. At the moment im worried about teams. The introduction of being able to spawn so easily will make constructing and attacking fobs almost obselete.
exactly, the disable range will be high so you have to be in an absolutely safe and secured area. a chopper wont even look in your direction unless the area is 100% clear IRL which is what i'm going for with the 1 enemy within X meters disable range.

as for it being infinite, an infinite rally serves you no advantage if the enemy is in the area and you cant spawn, and of course its even mroe useless if they were smart enough to realize that you might have a rally and decide to chase you.

it is perfectly fair for a flanking squad that gets wiped out to be wiped out, i just think a balance needs to be restored so that survivors dont simply rush and die so they can respawn with the group. Not only does my idea give it this balance (hopefully) it also brings the possibility of using those AP rifleman kits to full potential. Imagine your and one other SM are the sole survivors, you are on the retreat but know they wont be able to spawn because the enemy are chasing you. You can now use your mines to create chaos and confusion for the enemy.

^ the enemy now has a reason to chase you. and a reason to break their defensive line. every aspect of this idea i've mentioned so far should be a double edged sword towards both teams.

Re: tweaking rally points

Posted: 2011-02-19 11:02
by Psyko
Ccharge wrote:If the squad mates had to be within 10 meters and no enemys within 200 meters. If this feels a little over the top well then your wrong. 200 meters isnt a far run and it means that you cant just fall back to gather reinforcements. It means you have to clear the area.
+1

do want.

Re: tweaking rally points

Posted: 2011-02-19 18:14
by Exterior
honestly i would prefer them to bring back the old rally system like in .78/.79? i think. you older guys know what i mean. have unlimited rallies and can only be placed if 1 sq member is ear but not if an enemy is within X meters. the rally only goes away when either knifed or another rally is dropped by that squad leader.

i liked that system because is keeps both teams in the fight a lot more. it makes the game more combat involved rather then walk everywhere

Re: tweaking rally points

Posted: 2011-02-20 03:33
by Maverick
Exterior wrote:honestly i would prefer them to bring back the old rally system like in .78/.79? i think. you older guys know what i mean. have unlimited rallies and can only be placed if 1 sq member is ear but not if an enemy is within X meters. the rally only goes away when either knifed or another rally is dropped by that squad leader.

i liked that system because is keeps both teams in the fight a lot more. it makes the game more combat involved rather then walk everywhere
I also kind of perfer the old system, but with this current system, we gotta think of the 128 player limit assuming it will be implemented, players will be everywhere, and rallies probably will never be used because you can never use them

Re: tweaking rally points

Posted: 2011-02-20 07:06
by ytman
Spec_Operator wrote:Hmmm... actually, a rally point without time limit that requires the surviving squad members to be nearby for the others to respawn would be pretty cool.
So basically just a return to vanilla standards? Right.... I thought we evolved.

Currently the rally point system is perfect. It gives the 'mulligan' to a squad and replenishes in ten minutes (something that isn't long considering how long PR rounds take). I don't see whats the cause to have rallies more frequent in the game now... we have a thing called a supply crate, you build a base with it, you now have a rally point for the entire team and it lasts forever!

What is wrong with the little bit of effort this takes? A good SL would tell his squad to not spawn, drive in a logi to a position with one other SM in the passenger side, poop a crate, place a rally, build! As soon as the FO is built you get your rally back and now you can move out and still have a base to fall back to.

The rally all you guys are asking for is the CO rally. So basically this is a resuggestion.

Re: tweaking rally points

Posted: 2011-02-20 07:19
by Bringerof_D
ytman wrote:So basically just a return to vanilla standards? Right.... I thought we evolved.

Currently the rally point system is perfect. It gives the 'mulligan' to a squad and replenishes in ten minutes (something that isn't long considering how long PR rounds take). I don't see whats the cause to have rallies more frequent in the game now... we have a thing called a supply crate, you build a base with it, you now have a rally point for the entire team and it lasts forever!

What is wrong with the little bit of effort this takes? A good SL would tell his squad to not spawn, drive in a logi to a position with one other SM in the passenger side, poop a crate, place a rally, build! As soon as the FO is built you get your rally back and now you can move out and still have a base to fall back to.

The rally all you guys are asking for is the CO rally. So basically this is a resuggestion.
it gives them a mulligan which is not what we want. a mulligan is used once you realize oh **** we lost half our guys, better go find a safe spot to let them spawn in.

My idea makes this thing (along with the additions of several others) pretty much only useful if set up prior to engagement and the team properly breaks contact and clears the area.

@exterior + Maverick: thats exactly what i'm going for. a return to the older system. however the older system was too forgiving of failed assaults, i hope to bring back the positives of the old type rallies while lessening its exploitation as an infinite point of advance.

this was an old topic, but not a resuggestion, rather it is a resurrection. also a similar idea is not the same as a resuggestion which implies that it is the SAME idea

Re: tweaking rally points

Posted: 2011-02-20 17:26
by SeanRamey
I've said this before but there should also be a limit on how many squad members can spawn on the rally. I think a good number would be 4, or make it to where each member can only spawn once. This way it's actually a rally and not a nearly eternal spawn point. Everything else I think is absolutely great!