128 Player - List of General Ideas.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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MikeDude
Posts: 941
Joined: 2007-10-25 12:07

128 Player - List of General Ideas.

Post by MikeDude »

Allright, make a list here of Ideas that you got, which will make PR more playable with 128 players. List them under each other so people/devs (Not that Devs are no people) Can see read through them easily.

Please do not flame at each others ideas and have respect for each other.

Start:
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[3dAC] MikeDude
Loving PR since 0.2.
MikeDude
Posts: 941
Joined: 2007-10-25 12:07

Re: 128 Player - List of General Ideas.

Post by MikeDude »

I'll start:


-Make spawn time way, way longer. So there will be way longer firefights, and with this amount of people I think its better if people don't want to die. To prevent retarded actions.

-Make a 5sec rally, which can be deployed by a Chinook This will have a limited spawn of 10/20 players, as long as the Chinook is near.(If possible)

-Make a fireteam leader kit This kit will be a limited to 1 per squad. This man will be chosen by the squad leader (When there is 7/8 people in the squad), and will have for example a red band around his arm, so he will be easy to recognize for the members of his fireteam.
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[3dAC] MikeDude
Loving PR since 0.2.
KP
Posts: 7863
Joined: 2006-11-04 17:20

Re: 128 Player - List of General Ideas.

Post by KP »

This definitely belongs in the Suggestions section. Moved thread.
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: 128 Player - List of General Ideas.

Post by killonsight95 »

Make being bale to use over 64 player servers a different licance. This will mean that the DEV's can give only the servers that have good reputations the right to have 128 player servers. This will allow us to:
1. limit the number of 128 player servers
2. make sure the 128 player servers are admined well
3. give other servers a reason to have a good admining
4. make it more exclusive
5. allow for smaller servers still to run and not have all the players swollowed up by 128 player servers.

Remove name tags completely stop people from picking up enemy weapons unless absoulutly needed, just like in real life. Also picking up an enemy weapon will serve as a dissadvantage just like in real life.
EDIT: also only allow people with a officer kit/fireteam leader kit see where friendlies are on the map.
up the ammo count in crates more people = less ammo for all, however don't just double the ammo count give it a small inscrease so logistics are given a bigger role, also more players= more logistics drivers.
akatabrask
Posts: 560
Joined: 2008-04-10 14:36

Re: 128 Player - List of General Ideas.

Post by akatabrask »

64 players + 64 bots = Insurgency with civilians

Most insurgency maps are to small for 128 players anyway. Rescriptning bots in some fashion to behave as civilians means that blufor no longer kan shoot at pretty much anything that moves, thus giving insurgents and especially collaborators something to blend in with. And with them being bots, hard punishments can be issued when they're killed.

Edit: Only problem I can see would be to rescript the AI since afaik, bf2 AI is somewhat limited in what it can do.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: 128 Player - List of General Ideas.

Post by Rudd »

64 bots
sure, why not, server hardware will be able to handle it no problem.
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Zrix
Posts: 4425
Joined: 2005-12-02 14:25

Re: 128 Player - List of General Ideas.

Post by Zrix »

[R-DEV]Rudd wrote:sure, why not, server hardware will be able to handle it no problem.
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No, really?
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 Player - List of General Ideas.

Post by goguapsy »

I disagree with the Chinook rally point idea - just put more Chinooks!

Better keep those Chinooks safe, you know.


But I agree with all the other suggestions (longer spawn times, no nametags - perhaps only for squad members, for organization's sake? - ie. you can't memorize a person based on her face, lol! - and server license rules. Perhaps it needs to be admin'ed during any high-players time? ie. 32+?)
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: 128 Player - List of General Ideas.

Post by BloodyDeed »

Im really against removing nametags. Its much more difficult for admins to get the bad guys.
I know there are workarounds like marking people in squadmenu BUT with nametags its so much easier.

But I agree with the spawntimers, increase them a bit.
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: 128 Player - List of General Ideas.

Post by goguapsy »

BloodyDeed wrote:Im really against removing nametags. Its much more difficult for admins to get the bad guys.
I know there are workarounds like marking people in squadmenu BUT with nametags its so much easier.
Makes sense. Changed my point, as long as everyone has a tag then (I don't know if that bug was ever fixed). But make it a longer delay for nametags to show, so we don't have floating thesis around...)

You know.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: 128 Player - List of General Ideas.

Post by Zoddom »

goguapsy wrote:Makes sense. Changed my point, as long as everyone has a tag then (I don't know if that bug was ever fixed). But make it a longer delay for nametags to show, so we don't have floating thesis around...)

You know.
the point is that the red tags havent really been removed. the min distance is jsut set to 0. if someone could manage to "transfer" all 64 nametags to one team it would be okay.
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: 128 Player - List of General Ideas.

Post by DankE_SPB »

There is no point in suggesting things for not finished and polished feature, which is not even set in stone if it will be in the mod. For observations and feedback, discussions use existing threads please.
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