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Old 02-22-2010, 12:28 PM   #11
Bluedrake42

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Default Re: Forward Outpost and Rally Points

Quote:
Originally Posted by akatabrask View Post
As Rudd said, you shouldn't have to see someone spawn, especially if you are about to take a firebase since that only leads spawn raping, even if involountairly.

As I've already explained in this thread I'd rather see the whole "taking down" of firebases gone since the system we have now only leads to rushing towards the firebase and suicide missions instead of securing of the area first (which if you needed 5 soldiers to overrun it would be even harder).
Do you know if the devs are thinking of a different kindof spawn system? I like the firebases but the whole overrunning thing (for the rally points as well) is kindof awkwardly structured.
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Old 02-22-2010, 12:56 PM   #12
ANDROMEDA

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Default Re: Forward Outpost and Rally Points

I talking about ambushing and destroying the FOBs by the enemies. The thread name is "Forward Outpost and Rally Points" and I decided to wright my opinion here. Sorry if it looks like offtop...
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Old 02-22-2010, 01:39 PM   #13
killonsight95
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Default Re: Forward Outpost and Rally Points

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Originally Posted by Bluedrake42 View Post
I think I understand... but your english sentense structure is kindof garbled haha, so I'm not entirely sure if we're talking about the same thing or not
hes saying turn the FOB into a flag and when you get close enough you can cap it and maybe turn it over your team or soemtihng along those lines would be funky in my mind
i think i might have misunderstood a little though


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Old 02-22-2010, 02:10 PM   #14
ANDROMEDA

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Default Re: Forward Outpost and Rally Points

I am talking about destruction FOB. Not cap and turn it over your team. Just destruction.
Now any enemy soldier can quietly go to your FOB, hit her with a knife and destroy. This looks like to much arkade and funny. I think that the FOB must first be blocked. That is, three or more enemy soldiers should go to the FOB at a certain distance, to keep the territory for some time, after which the FOB can be killed with a knife. Well, there is also the second version of the destruction - destruction with powerful explosives or heavy shelling APC.
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Old 02-22-2010, 03:21 PM   #15
ZAP44
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Default Re: Forward Outpost and Rally Points

I’m not a fan of the previous SL rally point or the current system. PR does not play the same way in full servers as it does in servers with only a squad or two per side. A full server with dedicated squads for transport and other duties goes a lot different than a server with a squad or two trying to build, run APC’s, fly helo’s and everything else. Having the ability to set a rally point is less important on full servers where everyone has built numerous FOB’s allowing spawning relatively near your squad. Being ex-military as many of you, how many times did you spawn into battle? Our problem is we are trying to make reality out of something that isn’t reality and that is inserting ppl who have died back into battle. On less than full server I find my squads ending up all over that map spawning at mains and various FOBs.

Anyway my suggested solution. Remove the static SL rally point. Have a moving RP like the para drop on some maps that stays within 200m of the SL. Nobody can camp it because nobody will know where it is at any given moment. With a 200m or less walk it will keep squads together and should improve game play for everyone.
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Old 02-22-2010, 04:02 PM   #16
akatabrask

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Default Re: Forward Outpost and Rally Points

Quote:
Originally Posted by ANDROMEDA View Post
I am talking about destruction FOB. Not cap and turn it over your team. Just destruction.
Now any enemy soldier can quietly go to your FOB, hit her with a knife and destroy. This looks like to much arkade and funny. I think that the FOB must first be blocked. That is, three or more enemy soldiers should go to the FOB at a certain distance, to keep the territory for some time, after which the FOB can be killed with a knife. Well, there is also the second version of the destruction - destruction with powerful explosives or heavy shelling APC.
Or the method that, as I've said, already suggested in this thread (which for some reason can't be seen from suggestion forum anymore ) where you instead have to stay in the area with x amount of people for z amount of time for it to "collapse".


Quote:
First of I just want to say I've said this in some other peoples suggestions regarding firebases a couple of months ago but I found I wanted to test how .9 played out before making a thread of my own about this.

Ok, so one thing I've been thinking about for a long time and I've really irritated myself on is how firebases are taken down. Now we have a system where you have two options to take down an enemy firebase, you can either run up and knife the radio or you throw an incendiary grenade.
Both of these ways are in my opinion silly, unrealistic and encourage lonewolf (and often suicidal/martyr) tactics since it most of the time is enough that one guy sneaks up on it in order to take it down.

ATM firebases aren't defined as much more than a building consructed using a fisher price radio as main support structure which spawns an unlimited amount of soldiers out of a small white square.
And this ain't especially realistic. Also, real life firebases can many times take up as much space as a whole PR map so the one we have in PR are really to small too.
But say there is more of a symbolic value in the ones we have?

Yes, the way I see PR's firebases is not as much as a building as such as it rather is more like a flag - a secured area controlled by friendlies (if it's your team's). Sort of a point where the in PR "virtual" or "symbolic" supply routes go to deliver supplies and reinforcements (hence the spawning). Then of course these can be fortified to either a fortified position or a place where a fire support group deploys (hence the deployable assets)

So the idea I have had is more that it follows these rules:

- Team 1 has a firebase with a few people around it.
- if 2 soldiers from team 2 enters a say 50-100m radius of the FB - spawn is disabled disrupted supply lines) if I'm not mistaken it works like this already.
- When team two has a more soldiers than team 1 in the radius, a timer starts. When this timer reaches 0 the firebase is destroyed. The timer counts down faster the higher the ratio team 2 to team 1 (i.e. it goes faster if team 2 has 8 men than 6).

Right, I hope I havn't missed something now and that you get the idea.
EDIT: if the thread doesn't show in Suggestions anymore just quote it. CRF
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Last edited by CodeRedFox; 02-22-2010 at 04:38 PM..
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Old 02-23-2010, 11:19 PM   #17
Bluedrake42

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Default Re: Forward Outpost and Rally Points

Quote:
Originally Posted by ZAP44 View Post
I’m not a fan of the previous SL rally point or the current system. PR does not play the same way in full servers as it does in servers with only a squad or two per side. A full server with dedicated squads for transport and other duties goes a lot different than a server with a squad or two trying to build, run APC’s, fly helo’s and everything else. Having the ability to set a rally point is less important on full servers where everyone has built numerous FOB’s allowing spawning relatively near your squad. Being ex-military as many of you, how many times did you spawn into battle? Our problem is we are trying to make reality out of something that isn’t reality and that is inserting ppl who have died back into battle. On less than full server I find my squads ending up all over that map spawning at mains and various FOBs.

Anyway my suggested solution. Remove the static SL rally point. Have a moving RP like the para drop on some maps that stays within 200m of the SL. Nobody can camp it because nobody will know where it is at any given moment. With a 200m or less walk it will keep squads together and should improve game play for everyone.
yeah that seems interesting, why can't all the re-spawn points just be para-drops?
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Old 02-24-2010, 12:25 AM   #18
Bringerof_D
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Default Re: Forward Outpost and Rally Points

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Originally Posted by ZAP44 View Post
Being ex-military as many of you, how many times did you spawn into battle?
lol that depends, how many times have you died? XD

jk, in any case i agree with what you're thinking, but i dont think your solution will be best. i personally like it as is for now where we have the 60 second rally. however i feel a few tweaks may be necessary as you've mentioned for servers with lower population

Anything can be a weapon, anyone can be a threat. Never under estimate the combat ability of your opposition. He may seem weak and harmless now but even a dead man can carry a few pounds of explosives in his gut or deliver a decisive blow by rotting away in your water supply.
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