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The Ticket System - Bonuses

Posted: 2008-10-21 01:03
by maverick551
While playing PR, I have had the opportunity to be apart of some extremely intense and exciting battles. My suggestion comes from the idea that tickets, which is the dominating factor of who "wins or looses" shouldn't be so linear in the "downward" direction and should have the possibility to actually increase.

Now, this system works decently but I think if possible, could use a few tweaks if applicable to the engine.I have had many experiences while playing the mod in which I have been on a team that, lets say, is not so coordinated at the beginning and looses a few flags. I will use Kashan desert for this example. Now here we are with 150 tickets left, and as US, have been pushed back to outpost. We finally start to get things going. Our team manages to quickly capture back both the north village and the bunkers but in the process have lost so many tickets that these pushes hurt us more than helps us. Now some people may say in that situation it would be smart to just sit back and defend your last flag before the bleed, but that takes a huge option off the table to the team and the CO. I believe that during certain situations, if a team lets say captures back 2-3 flags within 10 min, that they get a certain amount of tickets added to their "ticket bank". Now the amount of tickets to be added is open for discussion, but if I had to make an estimate, I would say around 30-50 tickets bonus.

One problem with this however is that fact that this may also increase the already fairly long match times. But I think with a slight amount of tickets removed from the get go on some maps that seem to drag on, then this system could be implemented quite well and really allow a team to come from the ashes and catch a "victorious" team playing grab *** tag and win the match. Thanks for reading this suggestion, please be constructive and don't stray off the topic too much :)

Re: The Ticket System - Bonuses

Posted: 2008-10-21 17:52
by single.shot (nor)
GREAT!!!!!
i agree outmost, however i need to confirm this oppurtun ity and to only apply it to the last or 2 last flag 'cus if not ur tickets would go too high.

STAMP OF ENDORSEMENT

Re: The Ticket System - Bonuses

Posted: 2008-10-21 22:08
by maverick551
Yes, I would suggest that the system be implemented only for a counter attack type of push, not just gaining several flags in under 10 min. It would need to be tweaked depending on the map.

Re: The Ticket System - Bonuses

Posted: 2008-10-21 22:36
by Psyko
i can imagine a game where the tickets are based on a teetering balance where if you own more than half the flags your tickets increase and opponants decrease. which would be interesting but most of the time the victory wouldnt end in a total outright defeat to the bitter end but in a "timeup". Timeups have proven not to empty the server totally. But when a side loses after being annihilated and pushed back to their base, i have noticed people wont return to the server for many days at a time :D

Re: The Ticket System - Bonuses

Posted: 2008-10-21 23:27
by hx.bjoffe
Something could be done on the ticket vs CP aspect of the game.
I don't know if i like this idea though. Unless you have a bleed (wich is a silly concept in it self), you really should focus on defence when being pushed back. Not be rewarded by gambling and assaulting none the less, wich in 9/10 fail horribly.

I liked the old ticket cost/gain of the firebase concept.
I don't like the ticket gain from destroying caches in insurgency-mode.

It all depends on how it plays out.