Ways of getting new players into the game...?
Posted: 2009-10-26 10:21
Hi everyone,
This has been talked of before to some extent but I haven't seen a post in this forum where it actually takes a defined form. I would like to see suggestions on how to increase the genre, making PR more easily accessible. The most common thing I hear or see in the forums, indeed that I recommend myself to new players is: "find someone to play with that has played the game before, don't try it alone because you may not get the true PR teamwork experience."
We have had various efforts to facilitate new players, the excellent PR guides and PDF's, the training mode maps, the PR trainers and indeed some various people sometime start a Training squad ingame. But can't take it one step more?
Bootcamp map concept
1, Is it possible to do customwork on the voice who instructs you on the basic use of everything once you have done a first time install?
2, If so, could we set it up to give specified instructions?
3, If so, could we build a special map designed specifically to take you through the various highlight points of PR?
4, If so, could the first screen when booting up your newly installed PR version be (obviously you could tickbox it away);
5, On that map, we could start with the basic stuff like kit presentation and useage. Firearms and suppression. Throwing nades, usefulness of smoke. But also things like the grid system that everyone uses or other interesting things. We could even slip in some promotional stuff for commander or special gameplay styles that the PR DEV team wants used more or in a certain way. We could effectively shape the new players a little when they first join.
5.1 If we can use Bots (#6), can we have them build a FB triggered on the commo rose "Build"? If we can, then why not have the new player practice FB deployment?
5.2 Getting new kits from boxes, limitation on the kits.
5.3 Short admonishments about the kits and proper use?
5.4 Transports and the importance of vehicles for the team?
5.5 The effects of loosing a vehicle and ticket loss for the team?
5.6 The basic and somehow most forgotten gameplay rule - if you defend, the enemy will come to you and you will get to kill them. Often more then if you run off to berserker mode and attack the next flag.
5.7 ...more to come...
6, I don't think we can preprogram bots to act a certain way on a map? If so you could theoretically enact fireteams and building assault etc...
7, The map ought to be a prolonged bar shape, so you proceed along it. Think about the STREET map.
Where does this idea come from? Well, all the FPS shooters use somekind of bootcamp session as intro and I am a very active PRT player who happens to run CATA Bootcamps with the other trainers. I see the point of having a intro easily accessible to the players.
Other ideas?
Does anyone have more ideas on how to promote PR, in a definable way? Or as a concept and we'll discuss the way forward with that concept.
Br,
Lan
Update 1 - Increased point #5
This has been talked of before to some extent but I haven't seen a post in this forum where it actually takes a defined form. I would like to see suggestions on how to increase the genre, making PR more easily accessible. The most common thing I hear or see in the forums, indeed that I recommend myself to new players is: "find someone to play with that has played the game before, don't try it alone because you may not get the true PR teamwork experience."
We have had various efforts to facilitate new players, the excellent PR guides and PDF's, the training mode maps, the PR trainers and indeed some various people sometime start a Training squad ingame. But can't take it one step more?
Bootcamp map concept
1, Is it possible to do customwork on the voice who instructs you on the basic use of everything once you have done a first time install?
2, If so, could we set it up to give specified instructions?
3, If so, could we build a special map designed specifically to take you through the various highlight points of PR?
4, If so, could the first screen when booting up your newly installed PR version be (obviously you could tickbox it away);
Welcome to PR, if you are new to this mod we recommend you try out our map BOOTCAMP to learn the basic things that makes PR so special.
5, On that map, we could start with the basic stuff like kit presentation and useage. Firearms and suppression. Throwing nades, usefulness of smoke. But also things like the grid system that everyone uses or other interesting things. We could even slip in some promotional stuff for commander or special gameplay styles that the PR DEV team wants used more or in a certain way. We could effectively shape the new players a little when they first join.
5.1 If we can use Bots (#6), can we have them build a FB triggered on the commo rose "Build"? If we can, then why not have the new player practice FB deployment?
5.2 Getting new kits from boxes, limitation on the kits.
5.3 Short admonishments about the kits and proper use?
5.4 Transports and the importance of vehicles for the team?
5.5 The effects of loosing a vehicle and ticket loss for the team?
5.6 The basic and somehow most forgotten gameplay rule - if you defend, the enemy will come to you and you will get to kill them. Often more then if you run off to berserker mode and attack the next flag.
5.7 ...more to come...
6, I don't think we can preprogram bots to act a certain way on a map? If so you could theoretically enact fireteams and building assault etc...
7, The map ought to be a prolonged bar shape, so you proceed along it. Think about the STREET map.
Where does this idea come from? Well, all the FPS shooters use somekind of bootcamp session as intro and I am a very active PRT player who happens to run CATA Bootcamps with the other trainers. I see the point of having a intro easily accessible to the players.
Other ideas?
Does anyone have more ideas on how to promote PR, in a definable way? Or as a concept and we'll discuss the way forward with that concept.
Br,
Lan
Update 1 - Increased point #5
