Improved teamwork system.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
Milhouse
Posts: 31
Joined: 2008-07-31 15:09

Improved teamwork system.

Post by Milhouse »

I think the PR team should do some things to improve teamwork in the game. I'm sick of seeing solo-soldiers, its annoying for a mod that was made for team work. A few ways I can think of its (If possible) Increase the number of creatable squads, Somehow make it so that you can't get points unless your on a squad or near your squad leader, etc. Not the best suggestions, I know. But maybe useful as a springboard?
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: Improved teamwork system.

Post by IAJTHOMAS »

8x6 or is it 9 possible squad spaces. Unless everyone's locking squads there's plenty of space for the lonewolves.

Can't mod the players...
ImageImage

Image
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: Improved teamwork system.

Post by Teek »

uhh, yea, they already thought of these things.
Squad size is hardcoded and points system is already in game.
Image
bigpimp83
Posts: 180
Joined: 2008-05-03 02:11

Re: Improved teamwork system.

Post by bigpimp83 »

i do better lone wolfing with a hat ambush an apc or something like that.
YOU CANT STOP ME!!!
strima
Retired PR Developer
Posts: 2205
Joined: 2007-02-10 15:04

Re: Improved teamwork system.

Post by strima »

Players are hardcoded and that will never change.
Image
Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: Improved teamwork system.

Post by Tomato-Rifle »

There is a lot of teamwork in the TG server
Image
Blakeman
Posts: 450
Joined: 2007-11-21 20:49

Re: Improved teamwork system.

Post by Blakeman »

Tomato_With_A_Rifle wrote:There is a lot of teamwork in the TG server
A lot at Texas Teamplayers as well.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Improved teamwork system.

Post by Alex6714 »

Tomato_With_A_Rifle wrote:There is a lot of teamwork in the TG server
If you are a regular or a friend.


I think the "desperate attempts at modding the players" are annoying tbh.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Improved teamwork system.

Post by Rudd »

[R-CON]Alex6714 wrote:If you are a regular or a friend.


I think the "desperate attempts at modding the players" are annoying tbh.
ahmen

a well admined server beats hardcodedplayerworkarounds everytime
Image
viper759
Posts: 78
Joined: 2008-10-14 00:12

Re: Improved teamwork system.

Post by viper759 »

Milhouse wrote:I think the PR team should do some things to improve teamwork in the game. I'm sick of seeing solo-soldiers, its annoying for a mod that was made for team work. A few ways I can think of its (If possible) Increase the number of creatable squads, Somehow make it so that you can't get points unless your on a squad or near your squad leader, etc. Not the best suggestions, I know. But maybe useful as a springboard?
wont matter, as long as people dont have a fear of getting shot you wont see teamwork.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Improved teamwork system.

Post by maarit »

viper759 wrote:wont matter, as long as people dont have a fear of getting shot you wont see teamwork.

and how we gonna make them fear?
more spawn time?
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Improved teamwork system.

Post by Alex6714 »

maarit wrote:and how we gonna make them fear?
more spawn time?
The spawn times already try to do that. You can´t mod the players. Make the spawn times 60 minutes, people will play, die straight away and then leave and do something else, different game, server whatever.

I already do it, join server with friend, get tank/heli/plane. Then die after a while, and then switch servers. Its better than waiting 20 mins, because after all, we are playing a game, there is not much fear and its for fun. So as you can see, there is no way to do it.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
viper759
Posts: 78
Joined: 2008-10-14 00:12

Re: Improved teamwork system.

Post by viper759 »

maarit wrote:and how we gonna make them fear?
more spawn time?
fear doesnt come from spawn times, it comes from weapons. as long non-vehicle gunfire coming your way doesnt make players react with fear you wont see most pub players feeling they NEED teamwork.
Alex6714
Posts: 3900
Joined: 2007-06-15 22:47

Re: Improved teamwork system.

Post by Alex6714 »

viper759 wrote:fear doesnt come from spawn times, it comes from weapons. as long non-vehicle gunfire coming your way doesnt make players react with fear you wont see most pub players feeling they NEED teamwork.
True, which is why nerfing things is the wrong way. I had more fear as infantry in 0.6 with accurate guns than now, and more fun. Same with other things also.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"


"oh, they're fire and forget all right...they're fired then they forget where the target is"
Neo_Mapper
Posts: 251
Joined: 2008-04-08 16:51

Re: Improved teamwork system.

Post by Neo_Mapper »

Another idea would be the possibility for all soldiers to stabilize a wounded teammate so he cannot move and need to be healed be a medic to move on. Until then he can give his squad some backup from the ground... This "stabilizing" should be only possible for squadmembers.

Well just an idea, doubt its possible. I got kinda inspired by the revieving of left4dead :D

Oh and I also think, that the teamwokring should be improved... Cuzz it is now still possible to go on rambo missions and also be very succesfull. Won't go on with this topic how you can, but it IS possible (*chrm* and yes I also do it if my squad is totaly retarded)
Sorry for my bad english ^_^'
jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: Improved teamwork system.

Post by jbgeezer »

[R-COM]strima wrote:Players are hardcoded and that will never change.
Not hardcoded, but vanillacoded aka fast paced action nubbies who shouldnt play PR
Live by the sword, die by the sword...

Ingame:G-LockCobra
http://www.youtube.com/user/sotemot
Human Shield
Posts: 31
Joined: 2007-12-26 22:57

Re: Improved teamwork system.

Post by Human Shield »

Wave respawn that is tied to point control. Every 2 minutes if down to 1 point, every minute when own all but one (or some such).

Squads come back together and gives squad members left behind a chance to suicide (needs a redeploy option) and come back with their squad instead of adrift.

Vehicles respawn every X waves and despawn if not used for X waves. So people spawn with transport at the same time. Vehicles that survive long enough to respawn can be replaced when they get destroyed at the next wave (one was already due).

This keeps people together and makes control of the map actually important (now getting kills is all that matters with no bleed).

Number of bunkers and score could lower Wave time also. Keep squad locked transport vehicles at base (one for each squad) and put them on a Wave timer based on relative score. Now people have an incentive to join and work in a squad.
viper759
Posts: 78
Joined: 2008-10-14 00:12

Re: Improved teamwork system.

Post by viper759 »

[R-CON]Alex6714 wrote:True, which is why nerfing things is the wrong way. I had more fear as infantry in 0.6 with accurate guns than now, and more fun. Same with other things also.
a scared player will stay with the safety of their squad. right now everyone knows that a gunfight is just a random number generator fight, their random number generator vs your random number generator. and they've seen how often your bound to miss and know they can risk it and have a good chance of not getting shot.
Post Reply

Return to “PR:BF2 Suggestions”