Adding a progressive element to individuals 'gameplay'
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bigmoose332
- Posts: 255
- Joined: 2007-02-23 20:31
Adding a progressive element to individuals 'gameplay'
Edited post to be more to the point...
I think you should only be able to be a SL or Commander based up the amount of time you have played and the amount of 'TEAM POINTS' you have(note.. nothing to do with kills.. simply points from capping flags, working as a team etc etc).
This is by no means a suggestion to deter new people, or make the lives of 'vets' easier. It's merely a suggestion for a more realistic perception of progression within an arcade environment.
I think PR would benefit from taking advantage of the statistics engine on the game. It's by no means a 'run and gun' game. And I can envision people getting a higher rank as a result of their success would really inspire people to improve.
I dont mean 'get 100 headshots and you get a rocket launcher' or 'get nukes for winning 100 matches'. This is nothing to do with points = unlocks.
For example.. you can only lead a squad after playing for 'x' hours.. you can only command after being a SL for 'x' hours..
PR has definitely been around now for a long enough so that there are already, im sure, 100s of 'active SLs' who wouldn't be damaged by such rules.
This will force those who are actually leading the gameplay to more realistically portray how the game was intended to be played.
What ya'll think?
Bigmoose
edit:
This idea was never related to physical unlocks. I'm not saying people with different stats should get different weapons.
This is purely related to the roles people play (i.e. commanders and SL)
It's nothing to do with stopping 'noobs' from using sniper rifles.
I think you should only be able to be a SL or Commander based up the amount of time you have played and the amount of 'TEAM POINTS' you have(note.. nothing to do with kills.. simply points from capping flags, working as a team etc etc).
This is by no means a suggestion to deter new people, or make the lives of 'vets' easier. It's merely a suggestion for a more realistic perception of progression within an arcade environment.
I think PR would benefit from taking advantage of the statistics engine on the game. It's by no means a 'run and gun' game. And I can envision people getting a higher rank as a result of their success would really inspire people to improve.
I dont mean 'get 100 headshots and you get a rocket launcher' or 'get nukes for winning 100 matches'. This is nothing to do with points = unlocks.
For example.. you can only lead a squad after playing for 'x' hours.. you can only command after being a SL for 'x' hours..
PR has definitely been around now for a long enough so that there are already, im sure, 100s of 'active SLs' who wouldn't be damaged by such rules.
This will force those who are actually leading the gameplay to more realistically portray how the game was intended to be played.
What ya'll think?
Bigmoose
edit:
This idea was never related to physical unlocks. I'm not saying people with different stats should get different weapons.
This is purely related to the roles people play (i.e. commanders and SL)
It's nothing to do with stopping 'noobs' from using sniper rifles.
Last edited by bigmoose332 on 2009-12-26 19:40, edited 3 times in total.
98% of the PR public agree, that I am the sexiest man in this community.
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Su34
- Posts: 97
- Joined: 2007-03-02 14:05
Re: Adding a progressive element to individuals 'gameplay'
This would be useful especially for special kits like sniper or pilot to prevent unexperienced ppl. from destroying worthful assets.
Maybe you can geht the Pilot-Permission-Batch only on training-server...
Maybe you can geht the Pilot-Permission-Batch only on training-server...
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arjan
- Posts: 1865
- Joined: 2007-04-21 12:32
Re: Adding a progressive element to individuals 'gameplay'
I think you need to use the search function 
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: Adding a progressive element to individuals 'gameplay'
even if its a re-suggestion I really think it should be reconsidered, for the reasons in second post xD

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maarit
- Posts: 1145
- Joined: 2008-02-04 17:21
Re: Adding a progressive element to individuals 'gameplay'
yeah something like that would be nice.pr needs some bigger goal what keeps you interested without that devs work theirs *** off every 6 months.
but its ok to me that devs make patches everytime when first thread"is pr loosing interest?" comes to the forums.
im just thinking about devs.
but its ok to me that devs make patches everytime when first thread"is pr loosing interest?" comes to the forums.
im just thinking about devs.
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rampo
- Posts: 2914
- Joined: 2009-02-10 12:48
Re: Adding a progressive element to individuals 'gameplay'
Though they worked all the timemaarit wrote:needs some bigger goal what keeps you interested without that devs work theirs *** off every 6 months.
But i don't support ranks in PR since it may bring up alot of grievers and padders

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Tofurkeymeister
- Posts: 647
- Joined: 2008-03-22 13:09
Re: Adding a progressive element to individuals 'gameplay'
<agonized cry> NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO! </agonized cry>
The idea isn't horrible, its just that PR is not designed around the persistence concept. One of the main reasons I play PR is that I can play at any time, with everyone being just as good as me. No one is better because they have a higher rank, everyone is truly equal. Because of this, PR is friendly to new players and veterans alike.
The persistence concept is not horrible, but some people hate it (Me included, COD4/BF2142 FTL). I just don't think PR is the right game for it, even if it is only used for leadership positions.
The idea isn't horrible, its just that PR is not designed around the persistence concept. One of the main reasons I play PR is that I can play at any time, with everyone being just as good as me. No one is better because they have a higher rank, everyone is truly equal. Because of this, PR is friendly to new players and veterans alike.
The persistence concept is not horrible, but some people hate it (Me included, COD4/BF2142 FTL). I just don't think PR is the right game for it, even if it is only used for leadership positions.
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BogusBoo
- Posts: 197
- Joined: 2009-10-20 15:15
Re: Adding a progressive element to individuals 'gameplay'
I totally agree with the idea of progression through experience and acheivement.
i mean, you would have experienced players as squad leaders (hopefully) and people who want to take the game seriously!
very good idea even if it has been re-suggested.
i mean, you would have experienced players as squad leaders (hopefully) and people who want to take the game seriously!
very good idea even if it has been re-suggested.
Colonel, Founder and Proud Leader of the Crossfire Gaming Coalition.
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arjan
- Posts: 1865
- Joined: 2007-04-21 12:32
Re: Adding a progressive element to individuals 'gameplay'
Still, this has been disscused plenty of times.
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Tit4Tat
- Posts: 514
- Joined: 2009-12-11 12:41
Re: Adding a progressive element to individuals 'gameplay'
leading or being in the 'best squad' after each round does me fine
rank? nah..
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Solid Knight
- Posts: 2257
- Joined: 2008-09-04 00:46
Re: Adding a progressive element to individuals 'gameplay'
Stats cause many gamers to play in a stat defensive manner and create incentives to cheat.
If I were to design an unlock system based on stats everything would revolve around hours played and actions performed on unique players. IE if you needed 200 revives to unlock something you'd have to perform 200 revives on 200 unique players so you couldn't just sit in a room and boost. In effect you'd have to play normally to unlock items.
If I were to design an unlock system based on stats everything would revolve around hours played and actions performed on unique players. IE if you needed 200 revives to unlock something you'd have to perform 200 revives on 200 unique players so you couldn't just sit in a room and boost. In effect you'd have to play normally to unlock items.
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bigmoose332
- Posts: 255
- Joined: 2007-02-23 20:31
Re: Adding a progressive element to individuals 'gameplay'
This idea was never related to physical unlocks. I'm not saying people with different stats should get different weapons.
This is purely related to the roles people player (i.e. commanders and SL) It's nothing to do with stopping 'noobs' from using sniper rifles.
this idea is all about putting those with experience and knowledge of proper gameplay into the most appropriate roles.
This idea was inspired by a full server the other day, with SLs clearly new to the game, and intent on forcing the game to played in an arcade like fashion. From what I udnerstand, this is far from the intend of a realistic, drawn out and complex style of gameplay that PR promotes.
With squad leaders qualifed due to their Stat status, we're more likely to have concise and more 'PR' like games!
This is purely related to the roles people player (i.e. commanders and SL) It's nothing to do with stopping 'noobs' from using sniper rifles.
this idea is all about putting those with experience and knowledge of proper gameplay into the most appropriate roles.
This idea was inspired by a full server the other day, with SLs clearly new to the game, and intent on forcing the game to played in an arcade like fashion. From what I udnerstand, this is far from the intend of a realistic, drawn out and complex style of gameplay that PR promotes.
With squad leaders qualifed due to their Stat status, we're more likely to have concise and more 'PR' like games!
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bigmoose332
- Posts: 255
- Joined: 2007-02-23 20:31
Re: Adding a progressive element to individuals 'gameplay'
Thread quickly derailed off the point I was trying to make.. so I've edited first post..
Bigmoose
Bigmoose
98% of the PR public agree, that I am the sexiest man in this community.
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galeknight1
- Posts: 252
- Joined: 2009-08-15 22:33
Re: Adding a progressive element to individuals 'gameplay'
The only issue I see happening here is the lack of commanders in the first place... this would only serve to lower this dwindling count. Plus there are the odd rounds where SL's are nonexistant. Plus, what would happen if there weren't enough players with x amount of hours to become SL on a team? Sorry for being a downer, I would like to see something like this though.
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: Adding a progressive element to individuals 'gameplay'
simple under 16 players(in server not aghe) has no limts or sometihng like thatgaleknight1 wrote:The only issue I see happening here is the lack of commanders in the first place... this would only serve to lower this dwindling count. Plus there are the odd rounds where SL's are nonexistant. Plus, what would happen if there weren't enough players with x amount of hours to become SL on a team? Sorry for being a downer, I would like to see something like this though.

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bigmoose332
- Posts: 255
- Joined: 2007-02-23 20:31
Re: Adding a progressive element to individuals 'gameplay'
Without realising.. I guess this idea has already been employed into the PR community.
Am I right in saying that now a days, people with 'x' amount of posts cant post suggestions? This is great.. it basically means you cant suggest something until you fully understand the community, the way the game should be played etc.
Personally, I think having a player play 'x' amount of time before being able to take on the role of the SL or Commander would help in ensuring players fully understand the game before pushing matches in slightly obtuse directions!
bigmoose
Am I right in saying that now a days, people with 'x' amount of posts cant post suggestions? This is great.. it basically means you cant suggest something until you fully understand the community, the way the game should be played etc.
Personally, I think having a player play 'x' amount of time before being able to take on the role of the SL or Commander would help in ensuring players fully understand the game before pushing matches in slightly obtuse directions!
bigmoose
98% of the PR public agree, that I am the sexiest man in this community.
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DankE_SPB
- Retired PR Developer
- Posts: 3678
- Joined: 2008-09-30 22:29
Re: Adding a progressive element to individuals 'gameplay'
now just imagine it, such system gets implemented for vehicles, SLs, Commander etc.bigmoose332 wrote: Personally, I think having a player play 'x' amount of time before being able to take on the role of the SL or Commander
new version with such feature released
you dl it, install it, join server- awesome you can play the game you liked for long time. Oh wait
all players on server are regular riflemen, you can't get any kit, because nobody can create squad due to lack of skill(=x of time in your suggestion), you cant reach shore from carrier, because nobody can man vehicles due to lack of skill
the game gets pretty much paralysed, whole concept of "spent time= amount of skill/ability to do anything" is seriously flawed and not only for reasons mentioned above
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Tofurkeymeister
- Posts: 647
- Joined: 2008-03-22 13:09
Re: Adding a progressive element to individuals 'gameplay'
The problem is that there are not enough good squad leaders and commanders to begin with, and just because someone is experienced, it doesn't mean that they like either.
I've playing PR since 0.7, and rarely are squad leader or commander. Its not that I fail at it (I'm meh at SL, but pretty good at commander), I just don't like commanding, that's all. If you put a game play limit, there will be almost NO SL's or commanders. (As it is we rarely have commanders)
In summary this suggestion, although well intended, would seriously screw up PR.
I've playing PR since 0.7, and rarely are squad leader or commander. Its not that I fail at it (I'm meh at SL, but pretty good at commander), I just don't like commanding, that's all. If you put a game play limit, there will be almost NO SL's or commanders. (As it is we rarely have commanders)
In summary this suggestion, although well intended, would seriously screw up PR.
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IAJTHOMAS
- Posts: 1149
- Joined: 2006-12-20 14:14
Re: Adding a progressive element to individuals 'gameplay'
I agree that using such an idea as a restriction is a bad one for the reasons pointed out below, and I'm always a bit wary of the whole idea of rank creating an elitist mind set in certain people.
However, rank might be useful as a *rough* form of indication of experience, without restricting anything. I.e. you can see that the SL/commander isn't a private. Obviously this shouldn't be the be all and end all of deciding whether a player is good, but it's an at a glance indicator.
I for instance have been playing for a while, but if I even think about getting to a place it spontanteously combusts on the runway...
If something like this were to implimented I'd like to see it stripped right down so its not a massive e-penis waving exercise. A few rank like private, corporal,sergeant, lieutenant, captan would do. No need for Field Marshalls to be runninf about with Lance Chief Petty Bombadiers and whatever other wierd and wonderful ranks that seem to exist solely for the purpose of being 1 better than the 1 below and 1 worse than the 1 above.
However, rank might be useful as a *rough* form of indication of experience, without restricting anything. I.e. you can see that the SL/commander isn't a private. Obviously this shouldn't be the be all and end all of deciding whether a player is good, but it's an at a glance indicator.
I for instance have been playing for a while, but if I even think about getting to a place it spontanteously combusts on the runway...
If something like this were to implimented I'd like to see it stripped right down so its not a massive e-penis waving exercise. A few rank like private, corporal,sergeant, lieutenant, captan would do. No need for Field Marshalls to be runninf about with Lance Chief Petty Bombadiers and whatever other wierd and wonderful ranks that seem to exist solely for the purpose of being 1 better than the 1 below and 1 worse than the 1 above.



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killonsight95
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