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#11 |
![]() Join Date: Feb 2006
Location: "destruction of WEYBRIDGE and Shepperton" - WaroftheWorlds
Posts: 3,217
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i think a reduction of spwn points would be good for a new/different game mode BECUASE OF THE SMALL SIZE OF PRESENT MAPS..
However, due to squads being 2 members to small (should be 8 rather than 6) and no easy way for squad leaders to communicate, and even then, 12 players moving around the average map have: a) - too little room to manovour, cant really flank or avoid contact. b) - are a massive target due to the above, resulting in excessive DEATH where as 6 players, can often slip through and around the small map becuase: - not many for a start AND their SL can direct them precisely how to keep quiet. Overall this is a very good idea IF: Maps are extremely well desgined, due to the squad size and numerous other unsolveable problems, this idea REALIES more than anything on map design. Namely; a semi perfect balance of open ground and cover. Why: - Maps that are too big, result in little combat or highly predictable combat ude to massive distnaces required to walk/go, players will meet a similar locations if designers are not carefull. - Maps that have to much open ground, result in players that camp at distances or just hunker down behind what little cover, masacaring those players who try and attack, forced too much open ground becuase they have no choise. - Maps that have to much cover (buidlings, woods ext.), result in CLOSE COMBAT which in PR is very very unrealistic due to prone spammers, no leaning, jumping and no climbing ability = CLOSE COMBAT IS BASED MORE ON LUCK THAT LONG RANGE ENGAGEMENTs. All these things can happen on present maps, but spwning allows players attempt different attacks, manouvours quickly and easily - failure is acceptable to a certain degree WHERE AS in this game mode, failure could results in exsessive bordom becuase even the most tactical players make mistakes, and the ease at which they can change their play to solve avoid this problems could and will be seriously impared, but as i said, map design can help remove the affect luck has on combat! And LUCK is not what will make this type of game fun. So, some seriously clever map design will be needed i think. |
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"because of the excellent Prussian rifle, the Prussians will never expect us to attack frontally"
Not Black Adder but some inspired Austrian General in the 60's |
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#12 |
![]() Join Date: Feb 2007
Location: Bay Area, CA
Posts: 416
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True about the small maps and 0.6. I guess we'll just have to wait and see how the new map sizes and spawning mechanics work out.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#13 | ||
![]() Join Date: May 2006
Posts: 2,148
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Quote:
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I'd expect this sort of GamePlay/Mode to generate dedicated transport squads or troops; BHs and APCs shutteling troops to the front. I've always enjoyed this role. | ||
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#15 |
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I'd like to see a version of Al Basrah with troop transport type trucks and they can only spawn at suburbs/palace. Would make the insurgents actually ambush the USMC so they don't die and it'd also give a VERY good incentive to destroy the bridges.
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In Game Name: Linelor
X-Fire User: ogikarma |
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#16 | |
![]() Join Date: Apr 2007
Posts: 77
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Quote:
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#17 |
![]() Join Date: Nov 2006
Location: Inside the "Search Function".
Posts: 4,842
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Too annoying on the big maps because of noobs.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. If you are reading this dont stop, cause if you do, I'll kick you in the balls.
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#18 |
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Banned
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I second that..
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#19 |
![]() Join Date: Oct 2006
Posts: 799
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I still agree with the idea ... just an a new mode. It makes a lot of sense to me.
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#20 |
![]() Join Date: Apr 2007
Posts: 103
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No, being killed in this game is too frequent to warrant an even longer wait to get back into the battle.
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