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#71 | |
![]() Join Date: Aug 2008
Posts: 89
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I was very surprised and confused at first with the lack of minimap, the numbered respawn locations, the missing red names on enemies, etc. But I was happy with all these changes from the very start, and I grew fond of them. I think nearly all new players come to PR for the same reason, and we should not underestimate that. All of the people who liked the idea in this thread were once new players themselves. Some are even pretty new, like me. I agree this is a radical idea (though I personally think removing the top-right minimap is far more radical, yet it has been done), but I think the decision on whether or not to incorporate it should depend entirely on how it plays in beta tests, not how it would theoretically appeal to new players. | |
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#72 | |
![]() Join Date: Feb 2006
Location: US
Posts: 2,895
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And you cannot depend on the CO for basic stuff such as this. If you do, then you are waiting for a person who may never come, and if he does, who says he will do his job correctly? Tell me 1 thing, just 1 that is to be gained by taking this away? It doesn't free up clutter on the screen since it is a pop up minimap. It just makes the game unncessarily hard. And you can't hide behind the excuse of "realism" because in real life, we have something called awareness etc. | |
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"Push the Envelope, Watch It Bend"
Tool ~ Lateralus |
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#73 | |
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As to your posts saying that this will completely scatter the players, because there is only a commander half of the time, I have to disagree. You can still put markers on what needs attacking to get a sense of squad direction, but to get the full coordination you should have a commander. The posts regarding the lack of commanders are moot because they regard the commander of 0.8, which is moot. With the proposed changes a commander would actually be extremely beneficial to the entire team, whereas it is currently no better then a player taken off the field to fire some Arty every hour. I'm also surprised you've actually seen commanders half the time, unless you're talking about pre-0.8 builds. Currently I've not ever seen a single commander play an entire game, and the only commanders I've seen ever try to command and not just grab an officer kit/drop a JDAM have occurred about once in a hundred games. The loss of inter-squad reliance will allow the commander to perform his job. And, if it weren't only for that, it would also add a new level of immersion into the game. You'll still be aware of your surroundings, if not more, because you'll actually use your environment to get a sense of where you are going rather than a HUD based map in front of your face that's open half the time. If anything, this will make squads more aware of their surroundings, because there are many things that you can miss in your environment currently because you might be using the HUD map for navigation, rather than your surroundings. | |
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#74 | |||||||||||
![]() Join Date: Feb 2006
Location: US
Posts: 2,895
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O yea, real good IDing targets does with collaborators too. I guess that's why no one plays them anymore..... Quote:
And its not up to a Commander in real life to lead a fireteams, squads, or platoons. He gives their supperiors a briefing, then they do it the way they need to. The enlisted do the work in the military, not the Officers which the CO is. You are trying to make the SLs too dependent on the CO on things they handle themselves IRL. FOBs are a different story though. Quote:
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But anyways, next point. Yea, lets say you can still put down attack markers. So now you will have the whole team attacking 1 flag instead of both. How is that benefical to gameplay? It makes everything a cluster f*ck and frag fest by essentially putting 32v32 people. Quote:
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And how many times when there was a CO in 0.7, did the SLs follow his commands? Where his commands even good at that........... Just because you make someone more reliant on someone else, doesn't mean it will happen. Quote:
And someone isn't going to magically walk into a flag with their minimap up instead of their weapon. /End rant. | |||||||||||
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"Push the Envelope, Watch It Bend"
Tool ~ Lateralus |
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#75 |
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As to my posts, about getting "lost", you can get lost if you are not following a marked path, such as a road, or a [b]landmark[b] say. You won't be getting "lost" in the sense that you'll have no idea of where you are going, but without landmarks and a map, you can't know your exact location.
On IDing targets. Of course the minimap stops TKing. Are you suggesting we put it back? Taking friendly fire off also stops TKing. So does playing with name tags, as you've said. But none of these work as realistically as actually IDing your targets. AS to your point about the collaborator not being IDed, it's a completely different situation. Why? Because the coalition doesn't have any incentive to stop and ID their targets as soon as they've figured out (quite easily) that they're not friendlies. COs shouldn't be worried about having to ID targets unless an SL has seen movement somewhere, but they couldn't properly ID them, so they put a marker on their last known position and ask. What's wrong with that? You've also completely misread my 5th point. "An expanded hierarchy providing each higher level (SM, SL, Commander) with better tools to be situationally aware. (from no map, to topographical map, to satellite map with friendly positions)." means that each level up has has better tools for an overall awareness. I didn't know your average squad irl had tools to real time location of friendly troops. Please post a link showing it is common place. You won't be relying on one man to win the game, but a lot should depend on it. COs should be more valuable than any other player on the field, There is a mutiny function if you have an inept commander, but I'm sure the role of commander would be much more alluring if you can actually command. My other point was partly my fault, but also partly a miss. It would still be possible to use 3d markers (the ones on the screen), simply for squad coordination. I did not intend for it to be indicative of one placing the marker on the map as it is now. Currently, the CO may actually be less beneficial than any of the players on the ground, because he can try to communicate, but often to little or no avail. He launches a JDAM, yea, but only once an hour. meanwhile he's a man off the field who can't help capture flags, support infantry, provide transports, heal friendlies, blockade roads, recon, or anything else. THis is especially apparent when you've just taken out anywhere between 3 and 10 % of your team's force. For my last point, of course people don't have their maps up at all times. But it's often the case that they'll set themselves an artificial goal on the map and ignore most other things in a concentrated effort to reach that point. It's not a big point, but it is one nonetheless. All in all, the way you keep talking about this, it almost seems as if we should include UAV radars because you don't know where the enemy is and it's too bothersome to try and find them |
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#76 |
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00SoldierofFortune00 you must really hate the new changes to .85, relying on APCs and logistics squads? Nobody drives APCs for transport now, and nobody runs logistics squads for anything other then farming jeeps, it should be an epic fail then?
I've read all your posts, and i don't really feel like replying to all of your comments. But, i disagree with all of them, and its clear you're not going to even try to see it the way we do. You hear what you want to hear, and ignore the IDEA behind this. Why must you search for a detail in this system that might fail? It's a suggestion, it's not a perfect system set in stone. Can you give me one GOOD reason why infantry troops need to know the locations, names & squads of every other player on the battlefield, at all times? And TK'ing isn't a reason. It will happen no matter what. We could have huge blue names above heads that you can see from the other side of the map, if theres friendly fire people will TK. As far as this not being realistic. I'm not in the military, but I'm pretty sure they don't issue a nice color display to every infantry soldier, to carry around and keep tabs on everyone's whereabouts. It's more likely that they(or even groups) would be issued a device that tracks them. And the displays would be used in vehicles and command centers. Where massive TK'ing can happen without it. In fact i think a great idea would be to add a chair to the firebases, so a squad leader could sit down at the radio and look at the full map. Someone suggested this for the commander, but it would be better suited to SLs if these changes happened. Maybe even put extra "seats" for squad members to come in and see what the SL is seeing. Ok, so to reiterate, I just want to know your reason the infantry units(not in vehicle) should keep their wrist watch blue force tracking systems. Having no commander and incompetent players aside. A real reason game-play would be so much better with it. |
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#77 |
![]() Join Date: Dec 2006
Posts: 3,143
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If SOF doesn't like an idea, he will flame it and will not change his argument no matter what you say, even if you prove him wrong, so don't waste your breath (figuratively speaking).
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#78 |
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Registered User
![]() Join Date: Apr 2007
Posts: 4,727
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Badmojo: Nice idea at first about the map at the firebase but dont forget its a game and people abuse gameplay elements. You will get squads that go on defense and the SL man that map all the time so the squad has a good intel.
I kinda get what SOF means though. We cant be a 100% sure we will get a CO every game when he is almost required to win. If we had than I would fully support this. Now Im only 75% for and 25% against. Theres still some things that Im doubting about I fully agree the CO needs to be the all knowing and by changing this we can have the CO's we need. Than the CO can actually command because they know where the rest is and can instruct the rest accordingly. But still. When theres no CO player, or the feel like your out there on the field with other squads. It might be just a bit more like you and your squads against the other team. Wandering in a friendly squad every once in a while. |
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#79 | |
![]() Join Date: Dec 2006
Posts: 2,040
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I'm not against teamwork/teamplay. But I am against putting everything behind one man, that most likely isn't competent enough to handle that responsibility. And this is what this suggestion is aiming for, is it not? | |
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#80 | |
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SL couldn't sit on the map the whole round or you'd never be able to set rallypoints or other firebases. It's just a suggestion so when no vehicles are around you still have access to the map. If nobody goes commander, sure you can act as commander sitting on a firebase. But you lack the area attack, and SL voip, so why not just go commander? Your concerns sound like there will be no maps except for the commanders. All vehicles from the M1A2 to the insurgent dirt bike would still need to have the full map and mini map. So when nobody is commander it would be an easy task to jump in a vehicle, look at the map, and decide where to attack or defend based on what others are doing. 90% of the time you use a vehicle to get to the flag. The rest of the time you should either be focused on that objective, or have already built a firebase in the area. Sure, there would be times when you are without a vehicle, or firebase, spawning on a rallypoint. With no idea if the other squads are doing what they should. But you'll know what your current objective is and how that is going. And it's as easy as texting 'Anyone attacking docks?' and you'll have a few people at least with map access at the time. I don't think a commander would be required to win. | |
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| Tags |
| completely, friendly, infantry, map, positions, removing |
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