Suggestion: Vechicles costing Tickets to respawn
Posted: 2006-05-20 01:35
Hello All,
Here's a suggestion I've been floaing around my head for a bit.
As well know, the ticket system exists so that the game can actually end. It either takes 1 away every time someone respawns, or to bleed when one side owns only 1 flag. It allows an AAS or CP game to actually end at some point, rather than going on forever (unless of course a timelimit is used, but I'll ignore that for now as must servers do not use a time limit).
Now, I never really understood why this "ticket" system was created by DICE in the BF series in the first place, or why one would use it in an online game - othjer than to give some kind of artificial "end" to the game.
After much thought, However, I now have a new angle on how "tickets" can be used:
TICKETS = RESOURCES
There are two ways this can work.
________________________________________________________
Method (A) - TICKETS work as CREDITS towards spawning of a player/vehicle/etc. Example:
________________________________________________________
1. Each side starts with 400-500 tickets - AND NO VEHICLES.
2. If players want a tank (for example), they would "request" that a tank be spawned at an appropriate location. however, a tank is *costly* to produce, from a resouce perspective; so bringin a tank "into existence" should cost, say.. 20 tickets.
3. How this can be accomplished, and who could set the yea/nay rules on what can go, is still up for discussion. (perhaps only squad leaders can request, and only commanders can accept/deny the request).
4. Respawns of soldiers still take 1 ticket - that would stay the same.
Some "value" examples:
Player = 1 Ticket (does not need to request / is automatic)
Jeep = 5 Tickets
Boat = 5 Tickets
APC = 10 Tickets
Transport Heli = 10 Tickets
Attack Heli = 15 Tickets
Tank = 20 tickets
Fixed Wing Aircraft = 25 Tickets
....and so on. In fact, this could be *directly* correlated to the new "threat" reward system level posed by the new PRMM points system. (i.e. you get 25 points for killing a fixed wing aircraft, but only 5 or so for a jeep in PRMM 0.3).
5. This way, when one side is out of RESOURCES, (i.e. cannot spawn anymore, or they foolishly "spent" themselves silly in the game by spawning 15 Jets, and forgot to spawn even 1 jeep to take a flag with!), then ... ahem.. "they get what they deserve"... and subsequently will lose due to a bad balance of vehicles in play.
6. Since it now costs tickets to spawn something, there's no "vehicular camping"; since a player could request spawning of a tank, lets say, at the main flag.
7. Another idea is that Spawning on demand should be somewhat limited (i.e. can only spawn a tank every 5 minutes or so). Again, open for dicussion how this can work.
________________________________________________________
Method (B) - TICKETS work as DEBITS against loss of a player/vehicle/etc. Example:
________________________________________________________
Same as above, however, when a tank is destroyed (whether or not someone was in it at the time) - it *immediately* costs the team 25 Tickets!
.
.
.
.
Anyhow, pls discuss if this seems interesting/palatable/possible within the PRMM engine/etc...
I think this will bring a whole new level of play to PRMM and BF2. War is all about "resource management" - and the team that can best preserve what limited resources they have, will ultimately triumph over an enemy who has spent their resourcs, and cannot 'afford' the luxury of a Tank. Commanders would also be the "gate keeper" (to take a term from Business) whether or not the team can afford to spend 25 tickets on an aircraft at that particular moment in the game...
Thanks for listening PRMM team.
- JM40.
Here's a suggestion I've been floaing around my head for a bit.
As well know, the ticket system exists so that the game can actually end. It either takes 1 away every time someone respawns, or to bleed when one side owns only 1 flag. It allows an AAS or CP game to actually end at some point, rather than going on forever (unless of course a timelimit is used, but I'll ignore that for now as must servers do not use a time limit).
Now, I never really understood why this "ticket" system was created by DICE in the BF series in the first place, or why one would use it in an online game - othjer than to give some kind of artificial "end" to the game.
After much thought, However, I now have a new angle on how "tickets" can be used:
TICKETS = RESOURCES
There are two ways this can work.
________________________________________________________
Method (A) - TICKETS work as CREDITS towards spawning of a player/vehicle/etc. Example:
________________________________________________________
1. Each side starts with 400-500 tickets - AND NO VEHICLES.
2. If players want a tank (for example), they would "request" that a tank be spawned at an appropriate location. however, a tank is *costly* to produce, from a resouce perspective; so bringin a tank "into existence" should cost, say.. 20 tickets.
3. How this can be accomplished, and who could set the yea/nay rules on what can go, is still up for discussion. (perhaps only squad leaders can request, and only commanders can accept/deny the request).
4. Respawns of soldiers still take 1 ticket - that would stay the same.
Some "value" examples:
Player = 1 Ticket (does not need to request / is automatic)
Jeep = 5 Tickets
Boat = 5 Tickets
APC = 10 Tickets
Transport Heli = 10 Tickets
Attack Heli = 15 Tickets
Tank = 20 tickets
Fixed Wing Aircraft = 25 Tickets
....and so on. In fact, this could be *directly* correlated to the new "threat" reward system level posed by the new PRMM points system. (i.e. you get 25 points for killing a fixed wing aircraft, but only 5 or so for a jeep in PRMM 0.3).
5. This way, when one side is out of RESOURCES, (i.e. cannot spawn anymore, or they foolishly "spent" themselves silly in the game by spawning 15 Jets, and forgot to spawn even 1 jeep to take a flag with!), then ... ahem.. "they get what they deserve"... and subsequently will lose due to a bad balance of vehicles in play.
6. Since it now costs tickets to spawn something, there's no "vehicular camping"; since a player could request spawning of a tank, lets say, at the main flag.
7. Another idea is that Spawning on demand should be somewhat limited (i.e. can only spawn a tank every 5 minutes or so). Again, open for dicussion how this can work.
________________________________________________________
Method (B) - TICKETS work as DEBITS against loss of a player/vehicle/etc. Example:
________________________________________________________
Same as above, however, when a tank is destroyed (whether or not someone was in it at the time) - it *immediately* costs the team 25 Tickets!
.
.
.
.
Anyhow, pls discuss if this seems interesting/palatable/possible within the PRMM engine/etc...
I think this will bring a whole new level of play to PRMM and BF2. War is all about "resource management" - and the team that can best preserve what limited resources they have, will ultimately triumph over an enemy who has spent their resourcs, and cannot 'afford' the luxury of a Tank. Commanders would also be the "gate keeper" (to take a term from Business) whether or not the team can afford to spend 25 tickets on an aircraft at that particular moment in the game...
Thanks for listening PRMM team.
- JM40.