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Old 12-27-2009, 05:38 PM   #21
Herbiie

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Default Re: Adding a progressive element to individuals 'gameplay'

Quote:
Originally Posted by bigmoose332 View Post
you can only command after being a SL for 'x' hours..
Noooooo!

Commanding and SLing are two completely different things requiring different skills to do well, for e.g. I see myself as a fairly competent CO (There are far better COs though) but I'm pretty terrible as a SL.


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Old 12-27-2009, 05:43 PM   #22
BogusBoo
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Default Re: Adding a progressive element to individuals 'gameplay'

To be more to the point guys, i agree with moose. i mean, i have met certain squad leader a lot, and i have to teach him how to squad lead on PR because he hasent read the manual. i mean, this idea sounds good!

Colonel, Founder and Proud Leader of the Crossfire Gaming Coalition.
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Old 12-27-2009, 08:34 PM   #23
Doedel

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Default Re: Adding a progressive element to individuals 'gameplay'

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I think you should only be able to be a SL or Commander based up the amount of time you have played and the amount of 'TEAM POINTS' you have(note.. nothing to do with kills.. simply points from capping flags, working as a team etc etc).
Retarded idea, simply. The vast majority of my gaming (with PR) is playing with a group of friends I know from outside the world of PR. We like to go into servers and make our own little squads and have fun without being forced into akward online social interactions with often emotionally and/or mentally challenged people. I think it is stupid to attempt to outright force interaction. Sure, there are lots of elements in PR which encourage teamwork; multi-manning vehicles, squad number requirements for kit selections, etc, but saying "you can't do f*** all until you endure x hours of grinding often stupid gruntwork and moronic internet people" kind of defeats the entire premise of PR being a game and not a real-life, military enthusiast's simulation.

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This is by no means a suggestion to deter new people
Ironic, because that's exactly what it would do.
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Old 12-27-2009, 08:36 PM   #24
killonsight95
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Default Re: Adding a progressive element to individuals 'gameplay'

Thats you some of us don't have freind thus is why we are playing this game

^sig material maybe?

anyway no offence meant


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Old 12-27-2009, 09:40 PM   #25
bigmoose332

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Default Re: Adding a progressive element to individuals 'gameplay'

Quote:
Originally Posted by Doedel View Post
Retarded idea, simply. The vast majority of my gaming (with PR) is playing with a group of friends I know from outside the world of PR. We like to go into servers and make our own little squads and have fun without being forced into akward online social interactions with often emotionally and/or mentally challenged people. I think it is stupid to attempt to outright force interaction.
By the sounds of things, the idea would force squad leaders who are more allowing to open and free comms over VOIP.. thus resolving your current issue with social awkwardness with people you don't know?


Quote:
Originally Posted by Doedel View Post
..but saying "you can't do f*** all until you endure x hours of grinding often stupid gruntwork and moronic internet people" kind of defeats the entire premise of PR being a game and not a real-life, military enthusiast's simulation.
Good point... kind of. In my original post, which I edited, I was quite intent on refering to the fact that although this may appear an idea to integrate rank related progression to make the game more 'real'.. it was ALL to do with simply ensuring newer players see the game as it should be played right from the get go.


Quote:
Originally Posted by Doedel View Post
Ironic, because that's exactly what it would do.
Would it really deter new players? I think being led by a [more likely] confident and 'PR' enthused person would benefit me as a complete solo newbie.

Good points though Doedel!

Bigmoose

98% of the PR public agree, that I am the sexiest man in this community.
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Old 12-27-2009, 10:23 PM   #26
Tofurkeymeister
Default Re: Adding a progressive element to individuals 'gameplay'

Let's just say that if PR had a progression system I may have never started playing it.

Also, lets get some DEV's in here! A flame war (Which this is turning into) ain't much fun without a DEV. I know you are watching us DEV's, and laughing among yourselves... you should flame, too.

P.S. If a poll is added this might not turn into a TOTAL flame-fest.
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Old 12-27-2009, 10:37 PM   #27
mk19ftw
Default Re: Adding a progressive element to individuals 'gameplay'

Quote:
Originally Posted by Tofurkeymeister View Post
Let's just say that if PR had a progression system I may have never started playing it.

Also, lets get some DEV's in here! A flame war (Which this is turning into) ain't much fun without a DEV. I know you are watching us DEV's, and laughing among yourselves... you should flame, too.

P.S. If a poll is added this might not turn into a TOTAL flame-fest.
That ^ is mature.
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Old 12-27-2009, 10:43 PM   #28
Tofurkeymeister
Default Re: Adding a progressive element to individuals 'gameplay'

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Originally Posted by mk19ftw View Post
That ^ is mature.
It was kind of sarcastic, I'm just saying that nothing productive will likely come out of this thread without a poll or DEV intervention (which I really don't think they should intervene).
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Old 12-27-2009, 11:41 PM   #29
Viper5

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Default Re: Adding a progressive element to individuals 'gameplay'

I'm with Tofurkey's first point about it making it miserable for new guys. PR already has something of an elitist reputation, making it even moreso will not help.
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Old 12-28-2009, 02:15 AM   #30
Vege

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Default Re: Adding a progressive element to individuals 'gameplay'

AFAIK this system has allready been shot down as impossible as it would reguire massive amount of server capasity and 99,9% (or 99,99%) reliability from the servers. IMHO gamespy is doing an OK job with vanilla, would be nice to see what kind of server environment they have and how costly it is.

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