|
PR Time:
|
||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
| PR:BF2 Suggestions Suggestions from our community members. Read the stickies before posting. |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#11 | |||
![]() Join Date: Aug 2007
Posts: 1,061
|
Quote:
It's all about balance in that case, really. I think that if this kind of system were implemented, then it would encourage fighting more intelligently to ensure that your team keeps the upperhand, and could also cause more long-range firefights and also make those fights last longer; the impact of death would be a bit greater than it is now, meaning that players would be more likely to keep heads down rather than jumping out and taking a few shots 'just because'. The game wouldn't necessarily be slower in this case, it would just extend the action since a firefight could really last for a decent amount of time. As far as joining the army, the army doesn't accept underage persons, psychopaths that just really enjoy killing people, and worst of all they don't give respawns. Quote:
Quote:
Reinforcements have always been a bit of a mish-mash with me; I think that instead of enforcing a reinforcement mechanic where players must stay dead for a long time, instead players could only join a squad and therefore have 'permission' to leave base, making a more flexible system of reinforcements (a squad that stays in the field for a long time will often have to worry about running their numbers thin, as one member that dies could add up to cause the squad to be more and more under-manned to take on objectives), as well as adding a new aspect to squad-command; a squad that has been on the brunt of a push for an objective could have taken heavy losses and must now return to base, even though they would be the optimal choice for the next objective; a defending squad would have to move up to secure and hold the current objective so that the 'reinforcements' (the squad's new members) are brought up, and then the attack can continue. Vice versa goes for defense; if a squad loses 3 members in a heavy assault, but still holds their ground at the end of the battle, they will need to arrange a swap with a new defending squad, so that they can be assigned new members to take with them to the fight. Making this respawn on this system quick (as in, instead of waiting 10 minutes before being brought back in to the battle, they would spend a short amount of time where they can be revived/incapacitated waiting for revival), but having newly spawned players spawn into the base and do some minor base duty to keep them occupied and perhaps even entertained until a squad comes back, would make the system just as effective but also allowing players who die to enjoy a bit of time leisurely doing things around base to 'benefit the team', like manning base defense MGs, or base defense AA, or even transporting ammunition to vehicles in base, anything to keep them occupied and entertained while they wait. Please, do take the time to explain your post, I would love to know what your idea was. | |||
|
|
|
|
|
#12 |
![]() |
therefore here I say again: PR is well balanced: A good SL can make a strategy in less than 2 minutes, and the simple BF2 engine can provide some much fun while this. Teamwork is great how it is. And CO's aren't that frequent in public servers, even though the game gets MUCH better when there is one.
Hopefully more ppl will play commander with the UAV... But I don't know. Dev's might wanna shed some light here? I just want to make my opinion clear: Do not make gameplay much slower. That is one of the worst turn offs about PR. I like the gameplay, but don't make it much slower. Thanks. |
|
In-game name: #BillSL
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
|
#13 | |
![]() Join Date: Aug 2007
Posts: 1,061
|
Quote:
In my opinion, if the critical wound time (5 minutes max) and kill time (30 seconds) remained the same, but players that spawn in spawn at main out of their squad, they could still be doing things and enjoy themselves while at main (perhaps missions could be made for players that don't have a squad, like driving the logistic trucks to spots deemed by the commander, etc) so that they can still play, but they won't be able to get directly back into the action until they can get hooked up with another squad. They might even get into the action faster if another squad is returning to base and picks them up. It could be made that a squadmember could also join a squad that is still out in the field; for example, let's say a squad is defending a flag, and takes a casualty or two. The players spawn at main, but they can rejoin that squad or a different squad as a 'new soldier', and then be flown in by helicopter or transported out by APC, or can be picked up directly from base by the squad. IMO, I think that the player should be able to put up a request to join a squad when they spawn in base, or can choose to run missions for the commander (like driving a logistics truck out to the front). If they put up a request to join a squad, they could be accepted by squads in main, or can be assigned by command to a particular squad. With large squad sizes, this kind of thing will have less of an impact than we all might think, as you may just as likely return to your old squad, but being picked up by a new squad shouldn't be frowned upon-you should do your best no matter what squad. | |
|
|
|
|
|
#14 | |
![]() |
Quote:
NOW, have you played ARMA 2? They do exactly like this: You are in a fireteam, which belongs to a squad, which forms a platoon. ARMA 2's problem is the fact that it doesn't focus on teamwork AT ALL (which is something PR shines on). Now, if PR DEVs have an idea about making large scale battles (for this ideas to be implemented), they should make some kind of way that encourages teamwork. I believe that ARMA 2's main problem is the spawn distance. BUT I CAN BE WRONG! I haven't played multiplayer that much in ARMA 2, I'm just giving a quick observation! In my point of view, DEVs should make PR2 just like ARMA 2 (effects, deviation, animations, vehicles, huge maps, lots and lots of players, all that stuff!) but STILL focusing on teamwork, which is what makes PR such a great game over ARMA 2. And I would love if they kept the simple interface and high-performance at good resolutions (100%) for low and mid-end machines. The C4 engine (which is the one I think they are gonna use) doesn't look that demanding, which is a great thing actually. I don't mind about the graphics in BF2. I actually like them (maybe some post-process effects would be nice, such as motion blur or tiredness (unfocus)), i think it gives a "light" feeling for the game, which is also something I like to play over ARMA 2... The cheesy Bf2 graphics make me happy THEREFORE I believe they should make a new forum section only about PR2. This is where this idea actually belongs. Cheers mate. | |
|
In-game name: #BillSL
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
|
|
|
#15 | |||
![]() Join Date: Aug 2007
Posts: 1,061
|
Quote:
Quote:
Also, from what I have heard, the VON (voip services) in Arma2 are currently broken, and I believe that is the biggest issue, and why there is a lack of teamwork involved on most public servers. TG enforces a teamspeak-required environment, IIRC. If there were fireteam, squad, platoon-level coordination, I think that things could be far superior teamwork wise if done right than the small squads that PR is currently stuck with. (Using the US army's numbers for example) Imagine your fireteam of 4-5 players, in a squad of 8-10 players, in a platoon of 30-50. Your Fireteam has VOIP just like squads do now. The Fireteam Leader has a 'commander' VOIP to his Squad Leader, who has 'commander' VOIP to his Platoon Leader. And for good measure, a positional audio system like mumble so that everyone can speak amongst themselves even if from different fireteams. There would be one Platoon (let's say 50 players) per team, the Leader of which would act as a commander. In those platoons could be 5-6 (each with 8 players) squads. In those squads would be 2 fireteams. This means that as a team, you would have 10-12 full fireteams (4 players each), with 2 players leftover (the two of which could then become logistics/sniper/whatever) This would enable a very tight knit of players per fireteam (4 people with comms between eachother, instead of 6 people), while having a very intricate command system that will allow a Squad Leader to communicate not only with his fireteam but with the second fireteam, making 8 player squads that would work together (8 players overall in a squad, instead of 6, which enables more players to be utilized in a very coherent and flowing manner, just like squads of 6 can now, but with the larger numbers). Quote:
| |||
|
|
|
|
|
|
|
|
|
![]() |
| Tags |
| deployment, game or deployment, mode, pr2, timeslots |
| Thread Tools | |
| Display Modes | |
|
|