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[ New Rally System ]

Posted: 2009-11-05 21:29
by Redamare
(Note for Operators )

This was already posted in the Feeback forum but some people were saying i should post it here.... because its more of a suggestion than 874B feedback.
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Alright so my idea is somthing that could make sence instead of getting rid of rallypoints for ever.

So the story begins. You got shot .. Oh No!... you dont have anywhere to spawn that is close enough to your squad. ( Instead of breaking the squad up Every time some one gets shot ) This is a simple way that i am pretty sure it can be worked in with out being hard coded.

it works similar to the .. if there are 2-3 enemys around your spawn point you cant spawn in. >V874

instead of it being enemys having you not able to spawn. why not reverse it so that ( 1-2 squad members ) have to be 40 meters away from your rally in order for you to spawn in. this way it will keep atleast 2 -3 squad members togeather at all times since you will have abuddy there waiting for you when you spawn.

SO for example....
all but 1 person in your 6 man squad dies the other 5 have to wait untill the last man reaches the rally point untill all 5 of you can spawn in. and move out.

But untill then the spawn is unspawnable OR perhaps you just have a 3 minute respwan untill a member reaches the spawn.
(Pictures are fun) ^_^
Image


Whole squad dead version.
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SO with this version of spwaning in.. if your ENTIRE squad died including your self you all waould have to spawn in at a FOB or Main base.
also works as a little reward for the opposing team who killed you guys they wont have your squad poping up and killing them just after they took you out.

(Number of squad members needed and radius can always be changed )
Comment plz

Re: [ New Rally System ]

Posted: 2009-11-05 21:35
by gazzthompson
really good idea (if possible). what about needing 2 people to pull back ? or maybe the SL is needed?.

again, good idea.

Re: [ New Rally System ]

Posted: 2009-11-05 21:39
by Cptkanito
I like the sound of this, would be very interesting to test.

Re: [ New Rally System ]

Posted: 2009-11-05 21:45
by WilsonPL
sounds good,

there should be 2 squad members near rally to spawn, 1 SM is not enough

Re: [ New Rally System ]

Posted: 2009-11-05 22:01
by Spec
That sounds nice! Some numbers can probably be changed if required, but the general idea is good!

Re: [ New Rally System ]

Posted: 2009-11-05 22:06
by billdan
should be at least 2 alive in the 20m RP radius, regardless of squad size

this should make 2-4 man behind the lines 1337 specops squads less common.

Re: [ New Rally System ]

Posted: 2009-11-05 22:08
by Redamare
yea 2 sounds better than 1 it would also keep more squad members togeather but its a problem if ur whole squad gets taken out... What about either 2 squad members or 1 Squad leader

Re: [ New Rally System ]

Posted: 2009-11-05 22:33
by Tannhauser
Needs testing.

Do want.
:smile:

Re: [ New Rally System ]

Posted: 2009-11-05 22:35
by Gore
Nice suggestion. If the whole squad gets taken out the rally should disappear. Another thing that could be done to RPs is to just increase the overrrun limit time to at least 10 minutes. Though this is a very good suggestion. The current beta isn't bad either, as you get used to no rallies pretty quick, though I wouldn't play it on non-tactical servers.

Re: [ New Rally System ]

Posted: 2009-11-06 00:24
by goguapsy
Good suggestion. +1 IMO, Beta? :-D

Re: [ New Rally System ]

Posted: 2009-11-06 01:05
by Sniperdog
But why would you want to make people rally on a rally point... what is this madness???

(good idea lol)

Re: [ New Rally System ]

Posted: 2009-11-06 02:11
by octo-crab
Here is one exploit of the suggested system:

Have 2 of your squaddies sit back at the rally while the other 4 advance and attack. They can die spawn and re-attack just like the old rally system, just with 4 players instead of 6. Now 6 is definitely greater than 4, but a constant stream of 4 is better than 1 wave of 6.

Note: I'm just playing the devils advocate here, I am indifferent to the proposal.

Re: [ New Rally System ]

Posted: 2009-11-06 02:19
by badmojo420
I replied to this idea in the beta feedback thread, but my main point was no matter what system you make it, rallypoints will still be unrealistic and gamey. With your system, all that is needed is for a couple people to hide near the rallypoint.

The problem wasn't having rallypoints where nobody was, the problem is that people did not value their life and the lives of those along side them. Why did they not value their life? Because they knew it was only a 30sec jog to get back into the fight once they re-spawn.

Making it harder to place a rally or spawn on the rally is not at all the answer. I would rather keep the current system, than go with your system. Just because of the fact that it isn't something that should be on the front of every squad leaders mind. They should not have to worry about where dead players will respawn, they should be worrying about keeping their squaddies alive, and the objective at hand.

Re: [ New Rally System ]

Posted: 2009-11-06 02:41
by IronTaxi
we definitely considered just such a system...but ultimately rejexted it for the reasons stated below...that it easily exploitable and doesnt really fix anything..

honestly the RP issue has been a huge one in the DEV forums...there are some who believe RPs to be just fine.. and those who think they are killing the game and those who think modified RPs might be the answer.

thanks for the ideas...keep them coming..

Re: [ New Rally System ]

Posted: 2009-11-06 03:38
by bloodthirsty_viking
personally, i think if you remove how the current rallys are now, or if you edit them to much, then it will slow the game down to much, i mean, the battles are epic, but few and far between for the average person already.

Re: [ New Rally System ]

Posted: 2009-11-06 06:50
by Archerchef
no ralley= less infantry on the battlefield.

Re: [ New Rally System ]

Posted: 2009-11-06 07:42
by STORM-Mama
Archerchef wrote:no ralley= less infantry on the battlefield.
Wrong.

No Rally = squads stay close to each other and interract rather than running out in the wilderness on their own adventures.
Just as much infantry, but less spread-out.

Re: [ New Rally System ]

Posted: 2009-11-06 11:10
by joethepro36
I'd rather have no rallies at all. Having rallies is really gamey, I can't play PR unless it's 0.874B because of them. The proposal is interesting but it would be quite a detriment to the squad.

If people have to pull back to a rally in order to spawn, they have to retreat from what is potentiallly a firefight that killed someone. This means if the firefight was ongoing, the squad would have to fall back to the rally. The odds that the enemy would pursue whilst having their own rally is very high, so the rally will be under attack quickly. In addition to this, it still doesn't solve the problem of two guys ninja'ing around the battlefield to set an instant spawn, just after a firefight or just after an insertion.

The problem I have with rallies is that they promote more gamey tactics and bail out the people who make mistakes or quite simply have bad luck. I'd rather walk 3 minutes or more with a tactically minded squad than go back to "oh dear I've died in the open and a medic can't get me, respawning, I'll be back in a minute". When you have firefights at range it is impossible to win vs a rally, you have to assault it to get rid of it and that's usually suicidal against a competent enemy.

And a large map like Quinling is just plain annoying with a rally equipped enemy. Armour at range won't kill a rally behind a hill or set of buildings, even after wiping out a whole squad in one round.

Re: [ New Rally System ]

Posted: 2009-11-06 13:41
by MonkeySoldier
If the Dev's in the end to decide to keep rallies, perhaps it'd be possible to make the spawn times on rallies longer, compared to FB's.

Re: [ New Rally System ]

Posted: 2009-11-06 14:13
by Tannhauser
MonkeySoldier wrote:If the Dev's in the end to decide to keep rallies, perhaps it'd be possible to make the spawn times on rallies longer, compared to FB's.
Interesting idea, how about more than a minute and RP can only be used once before disapearing? dunno.

Plus, the fact that it disapears after one respawn might make SLs think twice and change their plans... And to prevent any ''place RP-replace RP'' exploit, give RP a 5-10min time counter before a new one can be placed. Will make SL's very careful and plan assaults VERY well.
Overly with the fact that RPs can be easily overrun by random NME patrols, and FOB's not. (unless bluntly placed)