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[R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-06 19:42
by dbzao
I'm trying out some server-side changes to see how it affects PR's gameplay.
  • These changes are mine, not from the DEV team.
  • These changes are not final or represent how PR is going to be played in the future.
  • These changes are to see what happens.
Servers running these tests
  • TG - Tactical Gamer
  • PRTA - Project Reality Teamwork Alliance (ON HOLD)
Overall gameplay changes
  • Rally Points expire after 15 min or when overrun by the enemy (radius of 100m around it).
  • Heavy AT kits per team decreased from 2 to 1.
  • Light AT kits per team increased from 3 to 5.
  • TOW emplacements per team increased from 2 to 3.
  • Insurgents can request the Officer kit at caches and hideouts.
Insurgency changes
  • Number of caches decreased from 7 to 4.
  • Only one cache available at a time.
  • Decreased coalition forces tickets by 30%.
  • Intelligence points required to reveal a cache increased from 50 to 75.
  • Intelligence points can go to -75 if coalition doesn't respect the ROE.
  • Intelligence points can be gathered while fighting over the current objective.
  • Intelligence points reset to 0 when a new cache is revealed.
Let's see how it goes, and we might try other things later on.

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-06 19:43
by dbzao
Test #1 was run on TG only.

We expanded to more servers to get a more broad feedback.

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-06 19:45
by Rudd
TOW emplacements per team increased from 2 to 3.
is it still insta-place if destroyed?

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-06 19:45
by rodrigoma
this sounds intresting,
the changes in the much discussed insurgency caches will be a nice change
im not shure about the increased tow emplacements they are used wrongly and are an annoyance as of now

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-06 20:00
by Web_cole
Interested to see how the one cache thing turns out :)

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-06 20:05
by SGT.MARCO
NICE Job DB,
1) requesting officer kits from cache/hideout
2) one cache visible at one time
3) Light AT kits per team increased from 3 to 5.

dislike one less HAT, but i will get over it. thanks for choosing TG to do your test mate.

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-06 20:24
by ShockUnitBlack
'[R-DEV wrote:dbzao;1754951']
  • Insurgents can request the Officer kit at caches and hideouts.
Been waiting for that one for years. Thanks DB.

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-06 20:38
by Arnoldio
Rallies 15 min, nooooo, its good as it is. Next thing, youre gonna test 5 second spawns like COD HC! :D

Hmm, db, if the caches seem to be spammy areas, try limiting the hideout placement distance from the cache being minimum 150-200m. So its not just the queen laying new insurgents in the hard of the defended area while blufor needs to attack en masse to overwhelm with ww2 tactics.

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-06 20:44
by Murphy
Sounds very interesting. It's nice to see these tweaks being tested publicly, and it's also great that you are reacting to our input (I see web's post seemed to have had some merit). I enjoyed the last tweaks ran on TG, and I am eager to see how the INS games run with the new system.

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-06 22:07
by dbzao
Arnoldio wrote: Hmm, db, if the caches seem to be spammy areas, try limiting the hideout placement distance from the cache being minimum 150-200m. So its not just the queen laying new insurgents in the hard of the defended area while blufor needs to attack en masse to overwhelm with ww2 tactics.
UAV and Mortars.

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-06 23:07
by Hfett
Realy good changes =)

Would enjoy to play with those changes on our server ;)

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-06 23:28
by BigLouieG
Rally Points expire after 15 min or when overrun by the enemy (radius of 100m around it).
The same rearm method?. On FOB'S?

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-07 00:07
by dbzao
RPs rearm after 5 min of being placed or at FOs.

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-07 00:19
by Alpha.s9
Excited!

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-07 00:32
by doop-de-doo
'[R-DEV wrote:dbzao;1754951']
[*]Insurgents can request the Officer kit at caches and hideouts.

[*]Only one cache available at a time.
Very much liked.

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-07 00:59
by Banok
The insurgency changes sound great. not just for balance but for length. 3-4 hour games are just WAY too long. I think rounds should be around 1 hour, max 2. why?

often i'm playing with my mates or in a sweet squad for hour or so, we do ace job on the objective, ie blow a few caches for defend 1 cache for whole hour and blow several apc/jeeps. but then they will leave for food or whatever and we lose a practically won game because its sooo long that people lose interest and stop caring and just want the next map.

Posted: 2012-04-07 06:29
by dtacs
All changes logical except for singular cache. You've seen as many stalemated games as I have where a poor cache placement means an impossible assault.

It's just too subjective to become a PR-wide mechanic.

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-07 06:43
by Ca6e
Nice change, at least for ins. mode. I like only 1 cache in the game, its almost ghost proof.
will try and report. :D

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-07 09:28
by Brainlaag
Banok wrote:The insurgency changes sound great. not just for balance but for length. 3-4 hour games are just WAY too long. I think rounds should be around 1 hour, max 2. why?

often i'm playing with my mates or in a sweet squad for hour or so, we do ace job on the objective, ie blow a few caches for defend 1 cache for whole hour and blow several apc/jeeps. but then they will leave for food or whatever and we lose a practically won game because its sooo long that people lose interest and stop caring and just want the next map.
That applies for you and your mates, I like the long rounds as you actually have enough time to think and re think your tactics, without losing precious time.

Re: [R-DEV]dbzao's Public Gameplay Test #2

Posted: 2012-04-07 13:52
by Nebsif
wont even bother testing simply because of the RP change, rest seems good, esp the HAT kit decrease as they are highly exploitable.