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Rally points killing teamwork/caution

Posted: 2007-03-02 11:10
by Soulis6
First of i want to say that I love this mod. By far the best mod i can honestly say i have seen for any game. I played during 0.2 (i think) but was a little put off by the map lag and other bugs. Now after 0.5 it is simply amazing. The devs have done an awsome job. One thing is starting to get at me though after all the countless hours of playing.

Maybe im alone in this but i cannot stand rally points behind my own teams lines. Not only does this complelty dissrupt the team when they are getting attacked at their checkpoint/vehicle spawn/whatever, but the squad that has the rally point down behind our base can just afford to go rambo with guns blazing because if they die, what they hell, they can just respawn seconds from the action. This totally kills any sense of realism or teamwork i usually have going.

This happened for almost a whole match of airport earlier tonight. Our team lost so badly because almost every enemy squad had a rally point behind or near our beach spawn. To make matters worse half the time the points were partially hidden in rocks and the like so by the time our squad found one, another enemy squad had set up another one somewhere else. It was probably the most frustrating experience i have had in PR. Other good maps are ruined by this as well (Mao Vally im looking at you).

This is making what is supposed to be a game about inf tactics start to turn into a game of who can hide the rally point best closest to the enemy flag. If our squad sucessfully assaults an enemy flag and wipe out every living enemy in the area, we should have some time to set up a defense or get prepared before the same enemies we just killed come charging around the corner.

I most certainly am not opposed to the idea of rally points, i like the idea of having a 'regrouping' area where supplies and ammo are available. I would however desperatly like to see some kind of system that makes it so that it ends this ridiculous rally point hunting and puts the focus back on squad tactics, defense, and a degree of caution.



1. The radius for setting rally points is much much farther from flags (i know that on some maps this is a problem as the map is not very big in itself. I would still suggest it on these maps as their size makes it not so much of a hassle to get from your main flag to the frontlines.) It would have to be far enough away that it would take a min or so for the enemy to reorginize and attack again.

2. Some kind of border for your team and the enemys. If you take a flag this border increases (along with destroying any enemy rally points that this border expands into). This way your rally points would have be somewhat behind your frontlines and the enemies the same. (I believe this has been suggested before but i couldnt find the thread. So sorry if i steal your idea)

3. Possibly the rally points only allow a certain number of squad members to spawn before it destroys itself. That way you would be able to reinforce your entire squad maybe once or twice but after that it would be gone (this would of course have to have some kind of limit so the squad leader could not just keep setting them down over and over again).

4. Get rid of em! I know a lot of people will probably scream at me in protest for even suggesting this but i dont really see that much of a use for em. being the realism whore i am, i wouldnt really mind having to make my way back to the fight. This would certainly make everyone even more cautious then they are.

While on this topic of course your proabably thinking what about squad leader spawning and apcs? Well i personally would ditch both of em. :-o .
Of course some changes could be made to make them work better in my opinion. Maybe apcs have to be within the raduis of a friendly flag in order for people to spawn on it? Maybe only the squad that 'owns' it can spawn on it?

As for spawning on the squad leader i think its usually not an issue and helps to promote squad cohesion, but you always get that one squad whos leader just hides while the rest of the squad continually spawns on him.



Sorry to rant on like this but i want to know what everyone thinks. Any feedback is appreciated.

Posted: 2007-03-02 11:23
by fuzzhead
I agree with you completely. I think the rallypoints are great, but right now too gamey. there needs to things set in place to not make them a rambo players wet dream.

1) I agree, I always thought 75m was prety short. Problem is we dont have alot of larger maps right now. Once the larger maps come into play, I think changing this would be essential.

2) interesting concept, worth thinking about further

3) I like this as well, have to think about it more.

Posted: 2007-03-02 11:28
by Harrelson
i would suggest getting rid of them. a good replacement would be for commanders to set a universal spawn point 10m from a captured cp,

i really really really hate rally points, it just encourages suicidal rambos who come at you from every direction on an area you have fought for, won and secured! so illogical imo

edit: just remembered my last round. rally points negate the need of attack and defend tactics, they ruin gameplay. this is because you cant anticipate enemy movement

Posted: 2007-03-02 11:32
by eggman
Rally Points aren't going away.

They need some tweaking, and we have some other elements in the works that will facilitate tweaking Rally Points.

In general .. CPs are WAY too close together. Or .. in another way of looking at it .. maps have too many CPs for the size of the map. Even before Rally Points CPs were too close together, but now with player controlled spawn points, they are way too close together. IMO 300m should be considered min distance for CPs .. the odd couple of CPs in an urban area .. maybe .. but I think we need CPs with large areas of control and decent travel distances in between the CPs.

But yeah .. er... RPs are being used in a rather gamey way .. that wasn't the intent and that needs some tending to.

Posted: 2007-03-02 20:46
by suburban
This is fairly prodominent in muttrah because there are very few places you CAN set RPs. Too many flags.

Most maps I really haven't had much of an issue with the RPs. most times they are in fairly common places. A good squad should instantly know where the bulk of the enemy is coming from therefore the RP is in that direction.

I'll give you that the RPs shouldn't be behind enemy lines but if you limit where they should be then that would make it easier to mow down squad after squad.

Just think wisely before acting, because I really don't want to see the new release turn into RP raping.

Posted: 2007-03-03 00:37
by Soulis6
Thx for the responses. Glad to know the devs are out there and on top of things.

Posted: 2007-03-03 00:40
by GeZe
maybe make it so (re border) that you have to place your rally point 500-750m (depending on map size) max away from a friendly flag, so you can't just place them at the very back, but have sort of a frontline system

Posted: 2007-03-03 00:45
by Figisaacnewton
With the introduction of massive maps, RPs will play better. In smaller maps, they get too spamey. Mainly the problem with that is squad leaders not organizing their squads properly...

Posted: 2007-03-03 13:12
by Leo
To make the RPs a little less gamey, what if everyone spawns on one, a little bit of its "health" goes away, symbolizing that things are being taken out of it, and then eventually disappears. This way a glitched RP can't stay there forever, and it adds a bit more realism.

Posted: 2007-03-03 14:17
by Rusty_FunP
5. A system where rally points would have to be within a set distance from a friendly flag, not outside the flag radiis as it is now, this way the squad could still spawn to a relatively safe place, close to their support area, but not in a predefined "point of interest" (campable spawn)?

6. Neutralizing a flag would destroy, or better, make unusable all rally points which are placed in its vicinity. When the flag would be recapped, the rally point would then work out as it were before.

7. Most of the time rally points that get glitched inside statics are done because of their random? nature of appearing around the squad leader. If they would appear directly where the squad leader stands after couple of seconds from the order, the RP's wouldn't get jammed inside the buildings or statics, where they are invisible, and invulnerable to fire.

my two cents.

Posted: 2007-03-03 14:17
by fuzzhead
were thinking something along those lines leo...

Posted: 2007-03-03 14:31
by Top_Cat_AxJnAt
and then when it has run out of health it EXPLODES WITH A HUGE FIREBALL ingulfing all players with in a 10 radius!!!!!! :razz:



And then a huge neon sign decends from the heavens with the words; :arrow: The moralof the story: dont BUNCH UP FOR FCK SAKE

Posted: 2007-03-03 15:03
by IronTaxi
actually we are thinking along the expiring track in addition to the friendly o track... so careful compromise between the 2 if we can...thinking only at this point but any feedback is welcome...dont forget RP are our first time too.... :o ops: