Stepped ticket loss based on number of casulaties in squad

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Fishbone
Posts: 78
Joined: 2008-05-08 18:27

Stepped ticket loss based on number of casulaties in squad

Post by Fishbone »

I am not entirely sure how much can be scripted regarding ticket loss. But as I mentioned in another thread I am not quite happy with how there is little incentive to withdraw from flags. There is still often a meat-grinder contest with little regard for lives as long as the flags get/stay captured.

My suggestion is to base ticket-loss on the amount of casualities in a squad. 6-man squad:
1 death - 0 ticket
2 deaths - 1 ticket
3 deaths - 2 ticket
4 deaths - 2 ticket
5 deaths - 3 tickets
6 deaths - 3 tickets

5-man squad:
1 death - 0 ticket
2 deaths - 1 ticket
3 deaths - 2 ticket
4 deaths - 2 ticket
5 deaths - 3 tickets

4-man squad:
1 death - 0 ticket
2 deaths - 1 ticket
3 deaths - 2 ticket
4 deaths - 2 tickets

3-man squad:
1 death - 1 ticket
2 deaths - 2 tickets
3 deaths - 3 tickets

Death of lonewolfs and of 2-man squads always cost 2 tickets. Crewmembers do not count. 2 tickets is in essence the standard loss when a player dies. This will give the system more freedom.

The intention is to reward the teams who care about the lives of their soldiers. As you can see that when more people are dead in a squad it will cost your team more tickets. If you keep pressing on an attack, feeding more meat into the grinder, it will cost the team alot of extra tickets. Keep trying to hold the flag while squad members keep dying resulting in most of the squad being dead making that kind of defense very costly in term of tickets.

Large squads have the advantage as they can have single deaths without ticket loss and two deaths with a minor ticket loss. Knowing when to retreat or call off an attack will be a very important ability.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Stepped ticket loss based on number of casulaties in squad

Post by Rudd »

problem with this system is that it would

1) severely punish teams where a player has died a couple of times and then disconnected (another dead is recorded)
2) would encourage intentional disconnection and migration to other servers to avoid large ticket penalties
3) players newly joined the server would be annoyed that players that have been there longer may be losing tickets at the rate they are because of people that have stuck out the whole round.
Fishbone
Posts: 78
Joined: 2008-05-08 18:27

Re: Stepped ticket loss based on number of casulaties in squad

Post by Fishbone »

Not sure, but I think you misunderstood me. I am talking about the current number of deaths within a squad.
Dude388
Posts: 404
Joined: 2008-07-21 21:15

Re: Stepped ticket loss based on number of casulaties in squad

Post by Dude388 »

Fishbone wrote:Crewmembers do not count.
This doesn't make sense, wouldn't this just means that everyone could just play as infantry using the crewman kit and never loose a ticket?

IDK maybe I just misunderstood your point here.
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Fishbone
Posts: 78
Joined: 2008-05-08 18:27

Re: Stepped ticket loss based on number of casulaties in squad

Post by Fishbone »

With that comment I meant that squads with active crewmen should have some kind of different table. This suggestion is aimed at infantry. Others can come up with how and wether it will affect flying pilots and driving crewmembers.
Dude388
Posts: 404
Joined: 2008-07-21 21:15

Re: Stepped ticket loss based on number of casulaties in squad

Post by Dude388 »

Fishbone wrote:With that comment I meant that squads with active crewmen should have some kind of different table. This suggestion is aimed at infantry. Others can come up with how and wether it will affect flying pilots and driving crewmembers.
Ah I understand now, thank you.
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