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Vehicle Ticket cost increase?

Posted: 2011-04-05 18:58
by Psyko
Does anybody think that ticket costs should be increased?

Should harmful friendly behaviour cost the team the game? most people will spend over an hour or two slogging their guts out over a stupid flag as infantry, while awesome people take the expencive assets and throw them into the frey.

Some might say, "lowing tickets would keep asset whores from having such a drastic effect on the gameplay length." But i reckon having more expencive assets would place a higher value on managing them.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 19:01
by hobbnob
I think increasing the cost would make people less willing to actually use them in the first place, in fear of costing their team valuable points. When I'm driving tanks or APC's I get tetchy as it is when stuff starts flying toward me

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 19:05
by Psyko
yes but it would be the same for both teams right?

edit: I mean drastically increase. like gunships going from 10 tickets to 25.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 19:16
by Farks
The changes to the ticket system that were introduced in the latest patch would become moot if we're just gonna re-adjust everything. I think it's a good thing that it's not just assets that pay the price now, and they're still the one that has to pay the most when it comes to combat losses.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 19:24
by Kain888
Yup, assets should cost more. To reflect their value. :)

Farks - re-adjusting would keep the initial intentions (that asset are valuable) when still taking penatly for being wounded, so it would be good step.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 19:31
by Acecombatzer0
If tanks should be increased to 25, I think the "air raid alarm" in AAS should be moved to when your team has 30 or so tickets left.

IMO I think tanks/gunships should be moved to 10 tickets so they won't ALWAYS be used.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 20:55
by Nebsif
What.. increase ticket cost.. tanks are already a burden to the team (proof: last PRT kashan battle).. If u increase the ticket cost the ONLY thing tanks will be good for (pretty much like it is now) is roam around map edge and hunt for other tanks = useless = burden. That would be the only way u can make the enemy loose more tickets than u would when u eventually die.
Say if a tank would cost 20 tickets, u would have to dead dead 12 infantry guys to make up for tank + crew loss.. and how often do u get to do that before u get HATed or lazed on a good server?

In competitive/organized play most tanks/apcs are already kept at main, make them cost more tickets and no1 will use them at all.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 20:59
by Mouthpiece
I think the ticket cost should be different for both INS and AAS. Because in INS a Tank/APC is imo priceless - if one knows how to operate these vehicles, there's a big chance they won't even loose them the entire round and dominate the poor insurgents, so the ticket cost could be increased. Meanwhile in AAS (think Kashan) everything's balanced, so there's really no reason to change the values.

Btw, bow much tickets costs a logi, transport truck and a jeep?
Edit: If 2, than imo it's not enough. A logi truck can make a bigger impact than a regular soldier (same ticket cost).

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 21:05
by Nebsif
^ 2,2,2

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 21:07
by myles
Yeah defintley

Im seeing alot of people on maps like Muttrah where a team has alot of APCs and are just so carless with the APCS knowing there are so many and the respawn timeisnt too bad.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 21:13
by Rudd
Increasing ticket costs isn't a good idea imo, the costs are pretty high right now even when offset by the benefits of actually using the vehicle.

Respawn times would achieve what you're after much better, but those times are already at the highest they can go before making some asset's appearance in a game redundant imo, if a cobra on muttrah had a respawn of say...40mins then it might make an apperance only once in a game.

Though I hear what you're saying, but if there is going to be a leash put on people who waste assets, its not gonna be with respawn times or tickets imo.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 21:13
by karambaitos
maybe if they cost less tickets and had bigger respawn times, most people dont care about the tickets the cost the team but they care when they have to wait for it to come back.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 22:01
by Kain888
Nebsif wrote:What.. increase ticket cost.. tanks are already a burden to the team (proof: last PRT kashan battle).. If u increase the ticket cost the ONLY thing tanks will be good for (pretty much like it is now) is roam around map edge and hunt for other tanks = useless = burden. That would be the only way u can make the enemy loose more tickets than u would when u eventually die.
Say if a tank would cost 20 tickets, u would have to dead dead 12 infantry guys to make up for tank + crew loss.. and how often do u get to do that before u get HATed or lazed on a good server?

In competitive/organized play most tanks/apcs are already kept at main, make them cost more tickets and no1 will use them at all.
That's the other thing. Armor is overall weak and easy to kill. Some solutions are needed, but I think Jamyz already posted about some things in topics in feedback.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 22:31
by Tim270
Remember that 'wasting' assets is purely subjective. Not everybody plays the mod to save their team tickets, they want to have fun, they want to have some action. It is very easy to die in vehicles to be honest, mines that do not show if they were placed before you joined the server, TOW's with thermals, Hats being guidable, you having a loud engine that everyone can hear and know where you are before you see them etc etc.

I would not just assume people dying in vehicles is because they are intent on forcing their team to loose through burning though vehicles as fast as possible. The way I see it, it is a 'healthy balance' that vehicles die a lot as it is. Thus, I disagree with increasing the ticket count. Maybe on logi trucks, but if that is so, then they need to be re-coded so they are not so easy to flip.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 23:02
by Stealthgato
At the very least, tanks in insurgency need to cost a lot more tickets. Even if they don't respawn, they should cost the BLUFOR a hefty ammount of tickets since they're so powerful. [rant] And the Canadian LAV-3s should be worth 1 ticket since most of the time it's gravity that kills them, not OPFOR. [/rant]

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 23:36
by A.Filikov
I think losing a vehicle should result with increased respawn time. Like if you lose the tank or APC in the first five minutes without getting any points, you get an extra five minutes to respawn yourself.

This would be a personal risk to take, so those awesome people will only effect themselves if they screw up.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-05 23:48
by Rudd
you get an extra five minutes to respawn yourself.
some players I know would just move servers

Re: Vehicle Ticket cost increase?

Posted: 2011-04-06 09:05
by Psyko
[R-DEV]Rudd wrote:some players I know would just move servers
Some i know, wouldnt. Loading times are usually 5 minutes anyway.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-06 11:57
by Mora
Keep ticket costs the same decrease spawn time by half. There is not enough support. There is hardly any balance, too many things can take out armor/gunships without too much of a hassle.

If anything i would like this to happen when 128 player support kicks in.

Re: Vehicle Ticket cost increase?

Posted: 2011-04-06 12:23
by A.Filikov
[R-DEV]Rudd wrote:some players I know would just move servers
Thats all more reason to increase spawn time. One thing i learned about PR is, it requires a decent amount of patience. People should learn somehow that losing heavy assets is BAD.