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Inrease rate of ticket bleed + preventin baserape

Posted: 2007-08-30 09:51
by Kruder
1)In some maps even if you capture all but one flag there is no ticket bleed,this is ridicolous, some examples are Operation phoenix,qwai river.I saw many rounds won by the losing team where they only had one flag left,as you all know it is really hard to capture and defend both temple and estate(or mines and facility) in qwai river,train(market) and construction(suburbs) in Phoenix,let alone capturing enemy main while defending these two.Yet you dont get any rewards/ penalties teamwise for managing to capture/failing to defend these flags.

2)Baseraping,this is one the poorest aspects of PR imo,there are lots of threads complaining about it,if you still believe you can infiltrate enemy bases with a few guys and kill a pilot with your sniper rifle,or an APC with your H-AT as they spawn IRL, you should visit a military base/airfield,especially if there is expensive equipment in it,also keep in mind that the military complex you'd see is not even in hostile territory(barbed wires,walls,security cams,sentries,fixed and manned gun emplacements,patrols around base,dogs+ god knows what more etc.)


So what i suggest is

1)Increase ticket bleed rates dramatically in meeting engagement maps-the maps where both sides start with equal amount of flags,(EJOD,qwai,phoenix,jabbal etc.)-

For example when your team has 1-2 flag left(or uncapturable base see below) you'll lose 1 ticket every 1-3 seconds,which means if you dont recapture flags you are going to lose game in a few minutes time.

2)Make all bases uncapturable and place deadzones in to every meeting engagement map (like the ones in Insurgency maps,where Ins. cant move beyond some grids else they die)


Benefits:
This will remove baserape out of the game

Game will be more fair and reward better team,

Capturing enemys main base reminds me of bf2,you try to capture a flag while enemy is just spawning on it,so you camp on spots they spawn and kill them as they spawn.This sucks for both attacking and defending team,you either die as you spawn(defending) or you are killed by the same guy that you've killed 3 times in past 2 minutes(attacking).Well this is not a big issue generally for the attacking team but it might be frustrating even for them sometimes.


Only downside i see so far is that: maps will be a little bit smaller due to deadzones,there will be one less flag to capture.IMO this wont be a problem since PR maps are big enough.

P.S:My longest post so far,hope u read it.

Posted: 2007-08-30 11:28
by BlackwaterEddie
Kruder wrote:if you still believe you can infiltrate enemy bases with a few guys and kill a pilot with your sniper rifle,or an APC with your H-AT as they spawn IRL, you should visit a military base/airfield,especially if there is expensive equipment in it,also keep in mind that the military complex you'd see is not even in hostile territory(barbed wires,walls,security cams,sentries,fixed and manned gun emplacements,patrols around base,dogs+ god knows what more etc.)
Which all mean diddly shit when youve got a weapon that can fire accurately upwards of a mile :P

Posted: 2007-08-30 11:39
by nicoX
I don't like ticket bleed. As it will concentrate all the fights around a post. That would get to be lame killing frenzy.

Posted: 2007-08-30 12:44
by AnRK
So what's the point in having flags then? The whole idea behind PR having them (I assume at least) is they emulate real life CPs that are of tactical importance as the ones in game seem to be most of the time. However you could argue that the deployment of bunkers and such is reason enough for capping them.

Posted: 2007-08-30 12:53
by El_Vikingo
If it's the last flag it's not considered base rape and such as.

I believe that most of the bases in PR are not "proper bases", just small camps and such as.

Therefore the US camps should help the US campers spawn and such as.

Posted: 2007-08-30 12:56
by Zukabazuka
Ok, first it take time to walk to a CP or drive. Second that place is crawling with enemies and third it take about a minute or longer to capture a flag even with 5 people or more.

So mister why do you think this is a good idea? When you get there you gonna be on a short time issue and most likely to lose eitherway. This is a bad idea and think people shouldn't spawn in the open but inside buildings and so.

Posted: 2007-08-30 13:22
by l|Bubba|l
Kruder wrote:2)Make all bases uncapturable and place deadzones in to every meeting engagement map (like the ones in Insurgency maps,where Ins. cant move beyond some grids else they die)
And a last recon Spawnarea behind the mainbase with a deadzone and a natural sight barrier arround it.

The Deadzone arround the mainbase should vanish if the base get assailable and the deadzone arround the recon spawnarea should fall if the mainbaseflag get capped by the other team.

Posted: 2007-08-30 13:24
by Long Bow
I do hate losing when you have all the flags but their main base but it doesn't happen often. The problem with having a severe blead in that situation is that it leaves the team no time to mount a tactical counter attack. If they are under a heavy bleed it turns into a mad rush to re-cap a flag.

It isn't perfect currently but a severe bleed isn't going to add anything to the game.

Posted: 2007-08-30 13:47
by henno13
baseraping is war
deal with it

example: the brits in basra cant type in at the insurgents STOP BASERAPING when they attack the airport now can they?

Posted: 2007-08-30 14:50
by fuzzhead
qwai and pheonix bleed has been fixed (you will bleed if your down to your last flag)

all spawnpoints have been moved out of the capture radius at mainbases, so you will NEVER spawn on a flag, but from a distance of it so you do not have to spawnkill to capture the flag.

Posted: 2007-08-30 17:17
by VipersGhost
El_Vikingo wrote:If it's the last flag it's not considered base rape and such as.

I believe that most of the bases in PR are not "proper bases", just small camps and such as.

Therefore the US camps should help the US campers spawn and such as.
Hehe, ok Miss South Carolina....and such as.

I dont think being able to attack a base that would not be attackable IRL should be done. We have map restrictions on size...so choppers/planes etc can't go home to rearm with nice AA guns helping them and a whole group of guys defending a base. So killing a chopper on a helipad isn't typically "War".

Posted: 2007-08-30 18:33
by Kruder
Zukabazuka wrote:Ok, first it take time to walk to a CP or drive. Second that place is crawling with enemies and third it take about a minute or longer to capture a flag even with 5 people or more.

So mister why do you think this is a good idea? When you get there you gonna be on a short time issue and most likely to lose eitherway. This is a bad idea and think people shouldn't spawn in the open but inside buildings and so.
No people normally dont walk,all u need is a capable pilot the rest is easy,since maps are big and almost all mainbases are on the low ground(always a hill giving superb firing position to base on every map) and bases dont crawl with people nor around it.Attackable and defendable bases are crawling with people.


l|Bubba|l wrote:And a last recon Spawnarea behind the mainbase with a deadzone and a natural sight barrier arround it.

The Deadzone arround the mainbase should vanish if the base get assailable and the deadzone arround the recon spawnarea should fall if the mainbaseflag get capped by the other team.
I've thought about that but come to conclusion myself that this is not possible with bf2.(i am no coder)
henno13 wrote:baseraping is war
deal with it
No ,baseraping is cheap killing in bf2 and PR,no tank has ever shot an enemy jet in an airfield,no sniper killed a heli-pilot in an enemy base,people dont spawn 100 meters away from enemy bases,vehicles dont spawn in military bases out of nowhere, they are transported via their crew,and all bases are very well defended.

Hell even a 10 men squad leave 2 guys at watch during night or rest IRL,if we had bot controlled TOWs,AAs, HMGs at base then baseraping would be legal IMO.

Posted: 2007-08-31 02:10
by 101 bassdrive
instead of massive ticketbleed.. how about a timer which starts when its onto the last flag?
either in this time the flag gets capped ( lolz all your base are belong to us!!1 pwon)
or its a sudden death since you win through "technical K.O" ( no reinforcement and such logistic stuff)
or the losing team gets a grip and manages to cap another flag.

Im feeling you kruder, where stuff spawns, no matter what assets, there should be a death zone around.
military bases have neverevery been attacked by a squad. thats, as you mentioned, bf2 and sadly aswell pr bullshit.
but the related flag should be cappable, which stands for the territory around the staging post -> losing team capitulates
kashan desert main flags are a very good example.. altough the airfields themselfs are to easily overlooked from the flags.

Al Basrah: the critical point

Posted: 2007-11-07 22:25
by Doc_Frank
I tried to play today on a fairly popular server, the map was Basrah. First time I spawn in the Mosque, I pick up a PKM, got headshot. "WTF" I thougt to myself, then spawned there again hoping it was a single incident by a greedy noob, but apparently it wasn't. I got killed seven more times, barely able to leave the mosque's square alive. Seeing that nothing wasmade after my complains I lost my nerves and unloaded a couple slightly uncalled modalities. Then left the server in disgust. And this wasn't the first time that I encountered such an arrogant gamespoiling. So much for the background. :x

I'm reviving this thread in hope of some true measures from the developing team. I think this is a part where they should not rely on the maturity of the participants.

The vBF2 server I played on before I found out about PR had some very useful and simple scripts -- apart from the tight admin overview -- to enforce the basic codes of conduct. One of them autokilled any player who killed two enemies on their mainbase. First they had a warning, the second occasion resulted in instant death. Pistol kills and knifings, plus commander-killing were exceptions for the rule.

Actually the implementation of such a script would support realism too, since it's unlikely that just anybody can sneak into a main stronghold and kill people in piles unnoticed.

If you, the DEVs see any reason in the suggestion, let me know and I gladly give you the contact address of the guy who runs the servers I mentioned above.

Posted: 2007-11-07 22:38
by G.Drew
well personally i think a relocation of the weapons would be an ok suggestion, since the mosque is almost directly on the frontline

Posted: 2007-11-07 22:40
by Threedroogs
firstly, there is already a ring of death around all bases that arent supposed to be attacked under any circumstances.

secondly...guerilla, you say yourself that you spawned ***NINE*** times in a row at mosque and got killed every time. this kind of behavior is insane, and complaining about being killed under those circumstances is ridiculous. that's like me complaining about a cliff because i keep driving vehicles off of it. do not spawn in contested areas, period. if a spawn area is being covered by the enemy, spawn elsewhere and move in to secure that point for the rest of your team.

thirdly, i have been playing this mod since .3 and i have NEVER had a problem with baseraping. if the enemy is at your base, do something about it. my squad is normally doing all the dirty work every round, and this includes falling back to secure points behind the front.

one of the things i really like about PR is that there's a counter to everything ON THE BATTLEFIELD itself. there is no need for arbitrary rules against H-AT sniping, bunny hopping, or baseraping because these things can all be dealt with in-game with in-game mechanics. stop complaining about everything take control of the battlefield.

Posted: 2007-11-07 22:57
by Waaah_Wah
When you die 2-3 times on the same spawn you should get the hint...

Posted: 2007-11-07 22:58
by Doc_Frank
That's an opinion too.

Contra first: The Brit's scoped rifles are somewhat more formidable than the prehistoric slingshots the insurgents carry. It's easy for the UK force to find a secure spot and snipe the enemy from there.

Contra second: I got killed so many times because I wanted to figure out who's the odd one in enemy lines, and the constant protesting, arguing and bitching took my attention. :p Besides, the spawn points were limited by that time and the most logical place to spawn to defend the caches was the mosque.

Contra third: ----
(PM me the servers you play on dude! :) )

Lastly: The situation I picted has no counter-measures. The difference between UK and insuregnts strength is stellar and as a couple of them got a chance they used it ruthlessly, spoiling others fun to cr*p.

Posted: 2007-11-07 23:04
by Doc_Frank
Waaah_Wah wrote:When you die 2-3 times on the same spawn you should get the hint...
This bright suggestion is somewhat ignorant... :roll:

OK, I get spawnkilled twice, I spawn in a tactically disadvantaged place the third time, whatever. Somebody else has the same problems, have to make the same steps, whatever again... and again. Finally the spawnkiller succesfully made the enemy evacuate the mainbase. Is that what you have in mind?

Posted: 2007-11-07 23:08
by Threedroogs
a spawn point's existence does not guarantee that you can spawn there. the UK should absolutely take control of the mosque because they can get tons of intel there and also keep the pickup kits from getting used. this is a good strategy. there are tons of spots that the insurgents can spawn at. let's be frank here...you say you were trying to help defend by spawning into the action, but you actually didnt do anything except give more intel to the enemy. spawning further away and getting into the fight a minute later would have been a much bigger help to the team.

like waaah waah said...getting killed a few times at a spawn point should be enough to deter you from spawning there again. if a spawn point is covered, clearing that spawn point for your team is a very useful mission.


just cause i say i have never had a problem with baseraping doesnt mean that my team hasnt been completely destroyed lots of times. the difference is that i tip my hat to the enemy if they roll my team. i then take note of the strategy used against me and make sure it never happens that way again (and i adopt the strategy for the next time when the roles are reversed).