128 Player - List of General Ideas.
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MikeDude
- Posts: 941
- Joined: 2007-10-25 12:07
128 Player - List of General Ideas.
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:
Please do not flame at each others ideas and have respect for each other.
Start:
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MikeDude
- Posts: 941
- Joined: 2007-10-25 12:07
Re: 128 Player - List of General Ideas.
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.
-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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KP
- Posts: 7863
- Joined: 2006-11-04 17:20
Re: 128 Player - List of General Ideas.
This definitely belongs in the Suggestions section. Moved thread.
More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.
-Paul Howe
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: 128 Player - List of General Ideas.
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.
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.
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akatabrask
- Posts: 560
- Joined: 2008-04-10 14:36
Re: 128 Player - List of General Ideas.
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.
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.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: 128 Player - List of General Ideas.
sure, why not, server hardware will be able to handle it no problem.64 bots
- Zrix
- Posts: 4425
- Joined: 2005-12-02 14:25
Re: 128 Player - List of General Ideas.
[R-DEV]Rudd wrote:sure, why not, server hardware will be able to handle it no problem.

No, really?

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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: 128 Player - List of General Ideas.
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+?)
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+?)
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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
Re: 128 Player - List of General Ideas.
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.
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.
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...)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.
You know.
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Zoddom
- Posts: 1029
- Joined: 2008-02-11 15:29
Re: 128 Player - List of General Ideas.
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.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.
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DankE_SPB
- Retired PR Developer
- Posts: 3678
- Joined: 2008-09-30 22:29
Re: 128 Player - List of General Ideas.
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.
Locked.
Locked.
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?





