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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#41 | |
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Banned
![]() Join Date: Jun 2008
Location: San Diego/California
Posts: 808
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Second part: I agree with this 100%. It will make defending it a bit easier, but 20m is a bit short, it'll make it easy to spawn camp Maybe they could implement something similar to the current rally system, where if a certain number(I'm thinking 6-10?) of players die within a small radius of the FB, it is temporarily down. | |
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#42 |
![]() Join Date: Apr 2009
Posts: 9
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Spawning times are far too low, I agree with much of what the TC said. For just a little bit of that added realism, would 1 minute - 1min 30sec spawn time hurt?
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#43 | |
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Retired PR Developer
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Go to main, alt tab | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "You the people have the power to make life free and beautiful, to make this life a wonderful adventure." I'm AFK until further notice, have fun guys. |
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#44 | |
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Registered User
![]() Join Date: Mar 2007
Location: Daytona Beach Florida
Posts: 1,558
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The answer is that nothing about them is realistic. It is purely related to the game aspect. Whether its 30 seconds, 30 minutes, or 30 years, having someone pop out of a bag will always be gamey. I mean does it matter how long it takes for someone to bend the time space continuum? The idea is that you shouldn't see someone spawn. If you get within 1-200m of a spawn it needs to shuts off. Either that we're playing "Project Alternate Reality: How M Theory Can be Applied to Modern Battlefields". | |
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#45 | |
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Well in PR people usually dont care about points. But I got an good idea about this. 1) if respawn was 15s, every time you die you get +5 to respawn time. So after few deaths you really dont want to die again 2) What people the most hate to lose is the rallypoint. If 5-7 squadmembers dies within 10 min, the RP goes down and cannot be remade for ~30s. With this, even that the respawn was 10s, they would be careful not to lose the RP. Everybody loves the Rp and dont want to walk from the main. I wouldn´t want to be the guy who makes a suicide rush and because of that my squad loses RP. Whoa, that would be awful. | |
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#46 | |
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Also you should need to build 3 walls and 3 fox holes at a FoB for minimal defensive spots with out 1 wall and 1 fox hole you should not be able to spawn. So instead of needing 3 more attacker then defenders that would be exploited in spawn raping it you could do this idea. Attacking forces must destroy all walls but 1 and also destroy all fox holes but 1 before they are able to knife the FoB this would stop one man from taking out a well built fob he would not have the fire power to kill 1 wall and 1 fox hole. Only the engineer would have the fire power to take out a fob with his c4 by him self like in real life if no one is defending it. Once again only my thoughts. | |
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Twisted Helix: Yep you were the one tester that was of ultimate value.
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#47 |
![]() Join Date: Jun 2007
Posts: 3,941
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Meh, more spawn time just = more get food/browser time.
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"And in the PR world ALL nations signed the treaty, now there " "Today's forecast calls for 30mm HE rain with a slight chance of hellfires" To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. oh, they're fire and forget all right...they're fired then they forget where the target is
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#48 | |
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Retired PR Developer
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "You the people have the power to make life free and beautiful, to make this life a wonderful adventure." I'm AFK until further notice, have fun guys. |
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#49 |
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#50 |
![]() Join Date: Sep 2008
Posts: 210
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I was wondering... what if Rally Points are available to be set only in the Forward Outpost surroudings? That way, the team would have an extra stimulus to build assets in the most valuable areas and attacking an enemy position would need a lot more planning and caution!
Any thoughts on that? |
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