Page 1 of 1

Forward Outpost and Rally Points

Posted: 2010-02-21 19:47
by Bluedrake42
I really think it would make sense if Rally Points couldn't get overrun now that they have only 1 placement and only last 60 seconds, also I don't think it makes sense for Firebases to get overrun either, it would be better if you had to just find them and take them out (or at least make the overrun count like 5 people or something)

Re: Forward Outpost and Rally Points

Posted: 2010-02-21 19:48
by Rudd
the idea is that you should never ever see an enemy spawning, and the RP system moved closer to this ideal, which avoids sights which break immersion and help ensure less spawnraping.

Re: Forward Outpost and Rally Points

Posted: 2010-02-21 22:15
by Bluedrake42
well for the Rally Points you could just reset the time to around 30-45 seconds, and still make it un-overrunnable, I imagine if the squad leaders are going to put one down they should be in a safe (or hidden) area. I kindof think of the rally point system as a SL tool you should be able to use anywhere like the radio (I also wish the SL could use it without having another squad mate around). now as far as Firebase I have less of an idea what to do, but I'll definitely put something up if I think of it, I just know I still get annoyed when we have whole platoons around and a couple of dudes hiding around deactivate it.

now got all this stuff I'm just throwing it out there, I don't know how well it'll work out or not but I'm sure you guys can always try out different beta gameplay runs as you work so I'm just sayin.

Re: Forward Outpost and Rally Points

Posted: 2010-02-21 22:18
by ComradeHX
The current system is fine.

If the mods ever decides to make PR more realistic, they can just disable ALL deployable spawn point and make everyone walk from the main base every time.

Re: Forward Outpost and Rally Points

Posted: 2010-02-21 23:23
by CodeRedFox
The idea is if you have enemy near your RP...its now longer a place to rally. Its been overrun. Now resetting it, I can see the reasons but it still comes back to your rally was overrun. Your second squad "respawning players" were killed.

Re: Forward Outpost and Rally Points

Posted: 2010-02-21 23:37
by Bluedrake42
well regardless, I feel my stance on the rally point system is the same, though I was wondering about the Firebase thing, maybe in order to overrun a firebase it could work more like a flag system? where there has to be a majority of enemy soldiers "capping" it over a certain amount of time. (unless they straight out destroy it of course)

Re: Forward Outpost and Rally Points

Posted: 2010-02-21 23:41
by CodeRedFox
Well as a gameplay stand point it would be really lame if you occupy an area, clear it out of hostiles, only to have a spawn point show back up when you leave the area. Hence securing an area and clearing it is worthless.

As far as the flag firebase thing I think we cant get that to work. :-\

Re: Forward Outpost and Rally Points

Posted: 2010-02-21 23:42
by akatabrask
As Rudd said, you shouldn't have to see someone spawn, especially if you are about to take a firebase since that only leads spawn raping, even if involountairly.

As I've already explained in this thread I'd rather see the whole "taking down" of firebases gone since the system we have now only leads to rushing towards the firebase and suicide missions instead of securing of the area first (which if you needed 5 soldiers to overrun it would be even harder).

Re: Forward Outpost and Rally Points

Posted: 2010-02-22 15:09
by ANDROMEDA
I think that the destruction of FOB shall be similar to capture the flag. It is unrealistic, when one of a foot soldier gets in fortified enemy territory and destroy the entire fortified! Destruction of FOB shall be available only in the presence next to it a certain number of enemy soldiers, which will simulate the storming and capture of the fortified area. What this should be the number of enemy soldiers can be a discussion.

Re: Forward Outpost and Rally Points

Posted: 2010-02-22 16:25
by Bluedrake42
ANDROMEDA wrote:I think that the destruction of FOB shall be similar to capture the flag. It is unrealistic, when one of a foot soldier gets in fortified enemy territory and destroy the entire fortified! Destruction of FOB shall be available only in the presence next to it a certain number of enemy soldiers, which will simulate the storming and capture of the fortified area. What this should be the number of enemy soldiers can be a discussion.
I think I understand... but your english sentense structure is kindof garbled haha, so I'm not entirely sure if we're talking about the same thing or not

Re: Forward Outpost and Rally Points

Posted: 2010-02-22 16:28
by Bluedrake42
akatabrask wrote:As Rudd said, you shouldn't have to see someone spawn, especially if you are about to take a firebase since that only leads spawn raping, even if involountairly.

As I've already explained in this thread I'd rather see the whole "taking down" of firebases gone since the system we have now only leads to rushing towards the firebase and suicide missions instead of securing of the area first (which if you needed 5 soldiers to overrun it would be even harder).
Do you know if the devs are thinking of a different kindof spawn system? I like the firebases but the whole overrunning thing (for the rally points as well) is kindof awkwardly structured.

Re: Forward Outpost and Rally Points

Posted: 2010-02-22 16:56
by ANDROMEDA
I talking about ambushing and destroying the FOBs by the enemies. The thread name is "Forward Outpost and Rally Points" and I decided to wright my opinion here. Sorry if it looks like offtop...

Re: Forward Outpost and Rally Points

Posted: 2010-02-22 17:39
by killonsight95
Bluedrake42 wrote:I think I understand... but your english sentense structure is kindof garbled haha, so I'm not entirely sure if we're talking about the same thing or not
hes saying turn the FOB into a flag and when you get close enough you can cap it and maybe turn it over your team or soemtihng along those lines would be funky in my mind
i think i might have misunderstood a little though

Re: Forward Outpost and Rally Points

Posted: 2010-02-22 18:10
by ANDROMEDA
I am talking about destruction FOB. Not cap and turn it over your team. Just destruction.
Now any enemy soldier can quietly go to your FOB, hit her with a knife and destroy. This looks like to much arkade and funny. I think that the FOB must first be blocked. That is, three or more enemy soldiers should go to the FOB at a certain distance, to keep the territory for some time, after which the FOB can be killed with a knife. Well, there is also the second version of the destruction - destruction with powerful explosives or heavy shelling APC.

Re: Forward Outpost and Rally Points

Posted: 2010-02-22 19:21
by ZAP44
I’m not a fan of the previous SL rally point or the current system. PR does not play the same way in full servers as it does in servers with only a squad or two per side. A full server with dedicated squads for transport and other duties goes a lot different than a server with a squad or two trying to build, run APC’s, fly helo’s and everything else. Having the ability to set a rally point is less important on full servers where everyone has built numerous FOB’s allowing spawning relatively near your squad. Being ex-military as many of you, how many times did you spawn into battle? Our problem is we are trying to make reality out of something that isn’t reality and that is inserting ppl who have died back into battle. On less than full server I find my squads ending up all over that map spawning at mains and various FOBs.

Anyway my suggested solution. Remove the static SL rally point. Have a moving RP like the para drop on some maps that stays within 200m of the SL. Nobody can camp it because nobody will know where it is at any given moment. With a 200m or less walk it will keep squads together and should improve game play for everyone.

Re: Forward Outpost and Rally Points

Posted: 2010-02-22 20:02
by akatabrask
ANDROMEDA wrote:I am talking about destruction FOB. Not cap and turn it over your team. Just destruction.
Now any enemy soldier can quietly go to your FOB, hit her with a knife and destroy. This looks like to much arkade and funny. I think that the FOB must first be blocked. That is, three or more enemy soldiers should go to the FOB at a certain distance, to keep the territory for some time, after which the FOB can be killed with a knife. Well, there is also the second version of the destruction - destruction with powerful explosives or heavy shelling APC.
Or the method that, as I've said, already suggested in this thread (which for some reason can't be seen from suggestion forum anymore :( ) where you instead have to stay in the area with x amount of people for z amount of time for it to "collapse".

First of I just want to say I've said this in some other peoples suggestions regarding firebases a couple of months ago but I found I wanted to test how .9 played out before making a thread of my own about this.

Ok, so one thing I've been thinking about for a long time and I've really irritated myself on is how firebases are taken down. Now we have a system where you have two options to take down an enemy firebase, you can either run up and knife the radio or you throw an incendiary grenade.
Both of these ways are in my opinion silly, unrealistic and encourage lonewolf (and often suicidal/martyr) tactics since it most of the time is enough that one guy sneaks up on it in order to take it down.

ATM firebases aren't defined as much more than a building consructed using a fisher price radio as main support structure which spawns an unlimited amount of soldiers out of a small white square.
And this ain't especially realistic. Also, real life firebases can many times take up as much space as a whole PR map so the one we have in PR are really to small too.
But say there is more of a symbolic value in the ones we have?

Yes, the way I see PR's firebases is not as much as a building as such as it rather is more like a flag - a secured area controlled by friendlies (if it's your team's). Sort of a point where the in PR "virtual" or "symbolic" supply routes go to deliver supplies and reinforcements (hence the spawning). Then of course these can be fortified to either a fortified position or a place where a fire support group deploys (hence the deployable assets)

So the idea I have had is more that it follows these rules:

- Team 1 has a firebase with a few people around it.
- if 2 soldiers from team 2 enters a say 50-100m radius of the FB - spawn is disabled disrupted supply lines) if I'm not mistaken it works like this already.
- When team two has a more soldiers than team 1 in the radius, a timer starts. When this timer reaches 0 the firebase is destroyed. The timer counts down faster the higher the ratio team 2 to team 1 (i.e. it goes faster if team 2 has 8 men than 6).

Right, I hope I havn't missed something now and that you get the idea.
EDIT: if the thread doesn't show in Suggestions anymore just quote it. CRF

Re: Forward Outpost and Rally Points

Posted: 2010-02-24 03:19
by Bluedrake42
ZAP44 wrote:I’m not a fan of the previous SL rally point or the current system. PR does not play the same way in full servers as it does in servers with only a squad or two per side. A full server with dedicated squads for transport and other duties goes a lot different than a server with a squad or two trying to build, run APC’s, fly helo’s and everything else. Having the ability to set a rally point is less important on full servers where everyone has built numerous FOB’s allowing spawning relatively near your squad. Being ex-military as many of you, how many times did you spawn into battle? Our problem is we are trying to make reality out of something that isn’t reality and that is inserting ppl who have died back into battle. On less than full server I find my squads ending up all over that map spawning at mains and various FOBs.

Anyway my suggested solution. Remove the static SL rally point. Have a moving RP like the para drop on some maps that stays within 200m of the SL. Nobody can camp it because nobody will know where it is at any given moment. With a 200m or less walk it will keep squads together and should improve game play for everyone.
yeah that seems interesting, why can't all the re-spawn points just be para-drops?

Re: Forward Outpost and Rally Points

Posted: 2010-02-24 04:25
by Bringerof_D
ZAP44 wrote:Being ex-military as many of you, how many times did you spawn into battle?
lol that depends, how many times have you died? XD

jk, in any case i agree with what you're thinking, but i dont think your solution will be best. i personally like it as is for now where we have the 60 second rally. however i feel a few tweaks may be necessary as you've mentioned for servers with lower population