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10 tickets/10min for each bunker/FB

Posted: 2008-01-13 15:07
by Nitneuc
Ok, I know the length of the rounds in 0.7 has already been discussed several weeks ago but I didn't found topics about tickets/assets, I apologize if I'm wrong.
Some people claimed that was a bit too long with the current amount of tickets and that they had to be decreased.
IMO this amount is fine... until the CO assets appear. What I find a bit unbalanced is the fact that FB/bunker are great spawn points for the whole team, cost nothing and make tickets ; many advantages and no drawbacks.
I even had rounds where one side ended with more tickets than on the begining thanks to assets.
Last night I had a great round on Thor's Brigade (Zatar Wetland), but with the ammount of assets on the map, the round lasted far to long and I haven't finish it (Does someone know the attack LB pilot's name ? He was freakin deadly with it, killed me 3 APC just with the rockets pods...).

Maybe keeping the Bunker/Firebase tickets-free with removing the gain of tickets would be a good way to keep the length of the round on about 1h30 (+-30mn) with still having useful assets for the team.
Don't know what you are thinking about this. :wink:

PS : I apologize for this crappy english, I try to improve it since I read the PR forum.

Posted: 2008-01-13 15:14
by bobfish
Rounds are horribly long, especially when you get stuck with a team who doesn't know the meaning of the words team work. I usually give up after 2 hrs on the same map and look for another server.

Posted: 2008-01-13 15:32
by Deadfast
I think there's nothing wrong with the ticket generation.
It's the overall ticket count that is too high.


If your enemy is generating tickets by bunkers/firebases, you can do the same (I know, sometimes it's not that easy - bad commander, bad team,... - but that's another story).

Posted: 2008-01-13 15:38
by M.J.Patterson
:goodvibes

Posted: 2008-01-13 15:43
by Antonious_Bloc
Deadfast wrote: If your enemy is generating tickets by bunkers/firebases, you can do the same (I know, sometimes it's not that easy - bad commander, bad team,... - but that's another story).
You do realize the OP is complaining about how long games take because of it, and that your example only shows how it makes the game last even longer, don't you?

Posted: 2008-01-13 15:46
by Deadfast
Antonious_Bloc wrote:You do realize the OP is complaining about how long games take because of it, and that your example only shows how it makes the game last even longer, don't you?
To be honest, I don't...
My bad.

Posted: 2008-01-13 15:48
by l|Bubba|l
Ther are 3 ending options.

- Time
- Tickets
- Flags

I like it when games ends with a really victory by taking all the flags and not only through a ticket loss or a timer that goes to zero.

Posted: 2008-01-13 15:48
by [T]Terranova7
IMHO... it would be best to encourage the destruction of these assets by having a ticket penalty associated with their loss. Destroying an enemy firebase or bunker should cause a loss of about 10-20 tickets to the opposing team.

I also believe it should work with destroying vehicles too. Enemy APCs, IFVs could lose the opposing team 5 tickets. Tanks, helicopters and fighter jets (heavy assets) up to 10 tickets. This would encourage the destruction of enemy vehicles, be they manned or abandoned. Even further, a ticket loss for losing a CP (Maybe 20 to 25 tickets), but possibly being able to regain those tickets by capturing a CP too, making it likely for a winning team to quickly dispatch their opponents.

Posted: 2008-01-13 16:00
by Dunehunter
[R-DEV]M.J.Patterson wrote: :goodvibes


^ It might not be a ;) , but it comes close. Stay tuned.

Posted: 2008-01-13 17:45
by BloodBane611
[R-DEV]M.J.Patterson wrote: :goodvibes
You mysterious man.


I agree with dunehunter, its safe to assume there will be changes soon.

Posted: 2008-01-13 21:08
by Nitneuc
dbzao for next patch changelog wrote:- Removed cmdr assets ticket revenue.
:D