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#31 |
![]() Join Date: Dec 2006
Location: Virginia Beach
Posts: 288
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Great thinking and effort on the creator of the thread. I like it.
However, the .6 spawn changes and maps will be tweaked quite a bit from .5; thus I'll will wait to see how .6 feels before endorsing. I like how in .5X the SL becomes part of the 6 man/woman squad. In PR, the SL can lead up front and by example and get the job done when the fire-team leader/s are green or have low twitch. Getting rid of the Rally Point spawn feature would kill this for me. Plus, the discipline of the average players would make this a logistical nightmare and would be frustrating to those who want to always attack and assault (dieing) and for those who like to coordinate assaults and defenses. But again, interesting idea, but .6 will need to be played before such changes take place in AAS, or a new game mode. |
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(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader (LCDR) Marcinko_R. (BF2 PR .609) Commander Squad Member pledge to their SL: To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Squad Leader pledge to their team: To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Commander pledge to their SL: To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#32 | |
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PR Management
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Quote:
Spawning at mains only has a part in small maps within the current game modes played in PR. But we want larger maps driven by the fact that the full arsenal in the engine (combined arms) requires large maps to not be very gamey in the dynamics. This is accentuated by the fact that in PR the weapons are of very high realism fidelity when compared to vBF2 (range, speed, damage). So to match up with those large maps we want a completely player controlled *and* destroyable spawning system. The only place that will have fixed spawns is at the mains. But APCs & mobile spawners, Rally Points, Bunkers & Forward Outposts (and squad leaders for the time being) will remain as the key elements in the forward spawning system. Rally Points are changing a lot in v0.6: - must have SL + 3 members (4 total) in close proximity for SL to set one .. rally points are typically just a hand signal given by a patrol leader to represent a rendezvous point on military patrols, and we want them closer to this metaphor - they are much easier to destroy .. knives are the preferred mechanism for taking one out, 2 swipes with a knife will destroy one - can NOT set a second rally point if your team has lost a CP .. your patrol is recalled - 100m from any CP .. maps are getting some breathing room by having some CPs removed as well as mapping guidlines evolving to have a good amount of travel room in between CPs - they can't be wall hacked So uh.. like it or not they are not going away, nor are the other above mentioned elements of the PR spawning system. | |
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Cheers!
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#33 |
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PR Artwork Team
![]() Join Date: May 2006
Posts: 3,822
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mm, sounds like a problem in mutrah , but i think that rhino is working on it , so who know
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#34 |
![]() Join Date: Mar 2007
Posts: 212
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All the changes sound great egg.
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#35 | |
![]() Join Date: Mar 2007
Posts: 584
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Quote:
2. Do you mean with "set a second RP" to relocate the RP? And which CP lost would have a influence on your RP? | |
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#36 |
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PR Management
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how close = like 5m from SL or some such.. can't recall, easily adjusted, but the basic idea that you have the majority of the squad within close proximity to the rally point location. This is a new and important change to how they work (and realistically is a design oversight in the first iteration of them). If your rally point is compromised (squad routed) you need to regroup again to set one.
basically we look at the CP count when you spawn, if it's equal or higher then you can continue on your patrol (set more than one unique rally point location). However if it is down from when you last spawned, you cannot set a new rally point if you have one already set but you can set a single rally point if you have not already set one. Confucksing? Hehe well... don't play squad leader then |
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Cheers!
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#37 |
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PR:ArmA2 Beta Test Team
![]() Join Date: May 2006
Posts: 1,949
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flippin heck mate.. your not wrong.. Confucksing.. i'll have to re-read this in the morning.. it's too late here.
Sounds like alot of the gameyness is leaving the rally points. |
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#38 |
![]() Join Date: Feb 2007
Location: Bay Area, CA
Posts: 416
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Yea i'm impressed. All of my suggestions were really for 0.5 and the current system but with these changes i dont think it will be nearly as much of a problem.
A question though. If you lose a CP and can no longer set a new rally point, when you regain the ability to set new RPs? Do you have to recapture more CPs or how will that work? I really like how your giving CPs more of purpose. Sounds they will actually be more important then just vague objectives with incentive. Sounds great though. Can't wait for 0.6. |
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#39 |
![]() Join Date: Dec 2006
Location: Virginia Beach
Posts: 288
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The close proximity is a great call. Seeing how the ruck sacks that represent the rally points are a collection of bags, not just the SL's, it makes sense for the squad to be around. Very sound.
I love how well thought out threads like these end up having the devs explain an extra detail about the next mod patch. Only those good comm members who read into such a thread willknow. |
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(PO3) Marcinko_R. (BF2 PR .609) Squad Member
(CPO) Marcinko_R. (BF2 PR .609) Squad Leader (LCDR) Marcinko_R. (BF2 PR .609) Commander Squad Member pledge to their SL: To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Squad Leader pledge to their team: To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Commander pledge to their SL: To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#40 | |
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PR Management
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Quote:
I can't remember if your currently set rally point would prevent you from setting another if you spawne AT that rally point. Open Beta testing will sort out the major kinks.. stuff like being able to spawn at another squads rally point hopefully won't survive the OB process. Some folks wont like the system .. and we'll be open to minor tweaks and adjustments .. but primarily the purpose of the OB is to find bugs when under load / chaos .. not to redesign the system Keep in mind that for most of the Dev team PR still plays far too gamey and is not as tactically rich as we want it to be in terms of game play dynamics. Also keep in mind that the job / responsibility of a modern infantry section leader is a VERY complex and demanding career, so we want to make that role be a thinking man's game in PR.. and yet again moreso for the Commander role. If you are confucksed by this... spawn as a base kit and kill the bad guys. For more complex stuff.. get a limited kit from the Quartermaster... and for those up to it .. Squad Leader and Commander roles offer yet more depth (particularly the commander in v0.6 really needs to be on the ball). | |
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Cheers!
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