Running and Gunning
Posted: 2007-05-07 11:49
Hi all,
I've noticed recently that many people on the forums say they would like PR move in a direction of less "Running and Gunning". I firmly put myself in this camp as well, I think a slower pace of gameplay would make PR more tactical, more realistic, and would greatly promote teamwork. So I thought it might be useful to explore the following questions:
1) What is running and gunning?
2) Do we want to reduce it?
3) If yes, then firstly why do people run and gun?
4) Given this how do we reduce it?
This is really intended to be an exploration of the problem, so I'm going to shy away from making specific suggestions. I will however try to categorise the kind of things an idea should achieve.
Please note that although my writing style tends to be a little authoritative, all of this is 100% my opinion, which may of course be 100% wrong
It's also rather long so if you don't like long posts, feel free to ignore this one 
--- 1) What is running and gunning? ---
Running and gunning is also refered to as "rambo style" and "fast gameplay".
I would argue that "Running and Gunning" is about player mindset: when a player decides that being somewhere else is more important that not dying they 'Run and Gun'. It is characterised by charging at the objective, dying, respawning and repeating.
I think it's also one of the two main differences between PR and vBF2, vBF2 is almost 100% pure run and gun whereas PR does contain more tactical thought.
--- 2) Do we want to reduce it? ---
I would argue a big yes here, I feel a slower more tactical style of play would be great for PR in several ways.
The most important is that it would encourage teamwork. One main difference between PR and vBF2 is that PR is more tactical, the other is that PR contains more teamwork. I don't think this is a coincidence, to me tactics and teamplay go hand in hand.
Consider the kind of things we might see if people didn't run and gun: carefully planned and executed squad tactics; suppressive and covering fire; flanking and pincer movements; strategic retreat; formations and fireteams; an emphasis on good spotting and observation; inter-squad coordination.
These things require tremendous communication and teamwork, they also require a slower pace. If the gameplay pace is too fast there's no time to organise them and the tactics default to "everyone charge at the flag" because you just don't have time for anything more complicated.
Another main bonus is that it's more realistic, real squads go slowly and cautiously. I also think tactics and strategy are worthy in themselves, and it helps differentiate PR from vBF2.
--- 3) Why do people run and gun? ---
This is the big question, but I think the answer is actually quite simple.
Most players want their team to win, and they play to ensure that happens. Some players only play for a high kill count, but in my experience most people play for the team.
The gameplay mechanics are such that in order for a team to win:
- capturing flags is extremely important
- player death is fairly unimportant
The result is that players tend to rush in to capture flags and pay little regard to whether they might die in the process, in other words: run and gun for the win.
Consider flag capturing: the team wins by reducing the enemy tickets to zero, before there tickets are lost. There are two main ways to do this:
- Capturing and holding flags, which changes the ticket bleed. It also positively effects which flags can be captured by friends and foes.
- Killing the enemy more than your team dies, each kill results in a one ticket difference
Of the two capturing and holding flags is vastly the more important. A team where everyone opted to hide, camp and snipe the opposition would probably have a very high kills versus deaths, but they'd almost certainly lose.
Death, in comparison, has a very small effect on winning. The consequences are minimal, both personally and in terms of team goals. The time most people spend "out of the action" is really very small, consider what happens when you die:
- Your medic might revive you
- Even if he doesn't you can probably spawn back on the squad leader in about 30 seconds
- Even if your squad leader is dead, you probably have a nearby rally point
- Even if your rally point is down, there's probably an APC near by
- As a final resort you can spawn at main base
Moreover rally points are easy to place and APCs are fairly easy to come by, being forced to spawn at the main base is very rare.
The team losses are small, one ticket and one player unable to help the team for a short period of time. The personal losses are also small, being out of the action for a small period of time.
--- 4) Given this how do we reduce it? ---
As stated earlier, I'm going to try to avoid making very specific suggestions.
I would argue that it is impossible to reduce running and gunning unless we change the gameplay mechanics. People will always run and gun if that is the tactic that ensures their team is going to win. The obvious way to change the gameplay mechanics to reduce running and gunning is to make capturing flags less important and/or to make player deaths more important.
It would be possible to make flag capture less important by slowing down the ticket bleed due to flag capture and/or increasing the ticket loss due to death. The disadvantage of this is that 'tragedy of the commons' could be a problem.
http://en.wikipedia.org/wiki/Tragedy_of_the_commons
Because the negative consequences of running and gunning are shared among the team whereas the positives contain an 'individual' element (score, reputation, frag count), it could encourage selfishness.
It could also be taken too far, making flag capturing virtually unimportant. In which case everyone goes into the woods and snipes, and that's not productive for teamplay.
The other options is to increase the importance of death (individually). The main ways to achieve this would be:
a) increase the respawn time
b) reduce the respawn/revive options, giving them a longer walk back into the action.
The disadvantage of a) is that some people may find a long wait frustrating. Personally I wouldn't mind a longer wait on death if it encouraged slow and cautious play, even several minutes would be fine from my point of view. But not everyone will agree.
Care would also have to be taken not to make the medic overpowered, it would probably be necessary to say players could only be revived in the first 30 seconds or something.
The disadvantage of b) is that without care it could easily fragment the team and discourage teamplay. I think anything that discourages teamplay would be against what PR is trying to achieve. One possible solutions would be some kind of wave system, whereby squads are forced to respawn together in some way. This might work well if a suitable system can be found.
--- Conclusion ---
Hopefully this exploration has proved useful, and as I say I'd love to receive thoughts, comments and suggestions
I've noticed recently that many people on the forums say they would like PR move in a direction of less "Running and Gunning". I firmly put myself in this camp as well, I think a slower pace of gameplay would make PR more tactical, more realistic, and would greatly promote teamwork. So I thought it might be useful to explore the following questions:
1) What is running and gunning?
2) Do we want to reduce it?
3) If yes, then firstly why do people run and gun?
4) Given this how do we reduce it?
This is really intended to be an exploration of the problem, so I'm going to shy away from making specific suggestions. I will however try to categorise the kind of things an idea should achieve.
Please note that although my writing style tends to be a little authoritative, all of this is 100% my opinion, which may of course be 100% wrong
--- 1) What is running and gunning? ---
Running and gunning is also refered to as "rambo style" and "fast gameplay".
I would argue that "Running and Gunning" is about player mindset: when a player decides that being somewhere else is more important that not dying they 'Run and Gun'. It is characterised by charging at the objective, dying, respawning and repeating.
I think it's also one of the two main differences between PR and vBF2, vBF2 is almost 100% pure run and gun whereas PR does contain more tactical thought.
--- 2) Do we want to reduce it? ---
I would argue a big yes here, I feel a slower more tactical style of play would be great for PR in several ways.
The most important is that it would encourage teamwork. One main difference between PR and vBF2 is that PR is more tactical, the other is that PR contains more teamwork. I don't think this is a coincidence, to me tactics and teamplay go hand in hand.
Consider the kind of things we might see if people didn't run and gun: carefully planned and executed squad tactics; suppressive and covering fire; flanking and pincer movements; strategic retreat; formations and fireteams; an emphasis on good spotting and observation; inter-squad coordination.
These things require tremendous communication and teamwork, they also require a slower pace. If the gameplay pace is too fast there's no time to organise them and the tactics default to "everyone charge at the flag" because you just don't have time for anything more complicated.
Another main bonus is that it's more realistic, real squads go slowly and cautiously. I also think tactics and strategy are worthy in themselves, and it helps differentiate PR from vBF2.
--- 3) Why do people run and gun? ---
This is the big question, but I think the answer is actually quite simple.
Most players want their team to win, and they play to ensure that happens. Some players only play for a high kill count, but in my experience most people play for the team.
The gameplay mechanics are such that in order for a team to win:
- capturing flags is extremely important
- player death is fairly unimportant
The result is that players tend to rush in to capture flags and pay little regard to whether they might die in the process, in other words: run and gun for the win.
Consider flag capturing: the team wins by reducing the enemy tickets to zero, before there tickets are lost. There are two main ways to do this:
- Capturing and holding flags, which changes the ticket bleed. It also positively effects which flags can be captured by friends and foes.
- Killing the enemy more than your team dies, each kill results in a one ticket difference
Of the two capturing and holding flags is vastly the more important. A team where everyone opted to hide, camp and snipe the opposition would probably have a very high kills versus deaths, but they'd almost certainly lose.
Death, in comparison, has a very small effect on winning. The consequences are minimal, both personally and in terms of team goals. The time most people spend "out of the action" is really very small, consider what happens when you die:
- Your medic might revive you
- Even if he doesn't you can probably spawn back on the squad leader in about 30 seconds
- Even if your squad leader is dead, you probably have a nearby rally point
- Even if your rally point is down, there's probably an APC near by
- As a final resort you can spawn at main base
Moreover rally points are easy to place and APCs are fairly easy to come by, being forced to spawn at the main base is very rare.
The team losses are small, one ticket and one player unable to help the team for a short period of time. The personal losses are also small, being out of the action for a small period of time.
--- 4) Given this how do we reduce it? ---
As stated earlier, I'm going to try to avoid making very specific suggestions.
I would argue that it is impossible to reduce running and gunning unless we change the gameplay mechanics. People will always run and gun if that is the tactic that ensures their team is going to win. The obvious way to change the gameplay mechanics to reduce running and gunning is to make capturing flags less important and/or to make player deaths more important.
It would be possible to make flag capture less important by slowing down the ticket bleed due to flag capture and/or increasing the ticket loss due to death. The disadvantage of this is that 'tragedy of the commons' could be a problem.
http://en.wikipedia.org/wiki/Tragedy_of_the_commons
Because the negative consequences of running and gunning are shared among the team whereas the positives contain an 'individual' element (score, reputation, frag count), it could encourage selfishness.
It could also be taken too far, making flag capturing virtually unimportant. In which case everyone goes into the woods and snipes, and that's not productive for teamplay.
The other options is to increase the importance of death (individually). The main ways to achieve this would be:
a) increase the respawn time
b) reduce the respawn/revive options, giving them a longer walk back into the action.
The disadvantage of a) is that some people may find a long wait frustrating. Personally I wouldn't mind a longer wait on death if it encouraged slow and cautious play, even several minutes would be fine from my point of view. But not everyone will agree.
Care would also have to be taken not to make the medic overpowered, it would probably be necessary to say players could only be revived in the first 30 seconds or something.
The disadvantage of b) is that without care it could easily fragment the team and discourage teamplay. I think anything that discourages teamplay would be against what PR is trying to achieve. One possible solutions would be some kind of wave system, whereby squads are forced to respawn together in some way. This might work well if a suitable system can be found.
--- Conclusion ---
Hopefully this exploration has proved useful, and as I say I'd love to receive thoughts, comments and suggestions