Spawning on unknown and ruining game - ideas to fix
Posted: 2011-08-02 12:03
I've had some ideas on how to reduce/eliminate this issue with PR where people spawn on unknown and lead the enemy right to it and ruin the game for their teammates. Please consider including these ideas into PR to make it a better game:
- No cache should be directly spawnable. Instead a random spawn or two within 150m or even 200m should appear. Caches aren't rally points and PR should not use them as such.
- I have two ideas on spawns. (1) just use a nearby empty cache location as a spawn. (2) place a few dozen dedicated spawn locations on the maps (more work) and then randomly pick between two or three of the ones nearest the cache. You might consider still having these spawns show something on the ground that can be destroyed/knifed by blufor for a few intel points. Think of it as an automated hideout system that should greatly reduce cache givaways.
- Perhaps no usable weapons should be on the cache because they are locked and stored, but instead place weapons in insurgent homes or other places that could appear on the opfor map, perhaps at several unused cache locations. These weapons in homes (and other places) could still be destroyed by Blufor but would not count as a real cache location because it would just be a weapon or two at each spot. Consider this a sort of 'weapons confiscation' idea. This would stop people from picking up RPG/PKM on cache and giving away its location. Each confiscation could still give a few intel points. Knifing/arresting the weapon in its resting place would confiscate it. Also this would make the game easier and more fun to play for newcomers as they would feel more empowered running around the map to get weapons. It's the inexperienced players who are too often giving away the cache locations so they need other places to get weapons. Kits might respawn after two or three minutes from being taken.
- In addition to the previous idea, insurgents should only see only nearby weapon locations and not see them across the whole map. Maybe within 200m. (can BF2 engine do this?)
- Killing a player who has confiscated weapons should perhaps drop the confiscated kits on the ground. I can see that happening in real life.. Insurgents chasing down US soldiers to get weapons back. We'd need some way to destroy the weapons after confiscation. Maybe only squad leaders can destroy them, while any soldier carrying a weapon can confiscate.
- As an alternative idea, we could still have special weapons available on caches, but still use the idea mentioned above of randomly placing lots of weapons around the map for opfor to grab so that an RPG fired doesn't automatically scream "cache right here come get me!"
- All caches should still supply ammo.