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| PR Suggestions : Suggestions from our community members. |
| View Poll Results: Should squad rally points be removed? | |||
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Do it! |
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29 | 13.18% |
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Don't do it. |
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191 | 86.82% |
| Voters: 220. You may not vote on this poll | |||
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#1 | ||
![]() Join Date: Feb 2008
Posts: 191
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Remove squad rally points?
This is something I mentioned in the 'remove ammo bags' thread:
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In reply to, "...with that, regrouping the squad would become exceedingly difficult." True, but that would just promote better teamwork and may just solve that problem by itself in that sense, not to mention what you said. I believe medic is another under-appreciated asset and the revive ability isn't used to it's full potential. If the squad realizes it's gonna be hard to regroup then I bet you'd actually see squads laying down full suppressive fire to let a medic quickly revive someone and then retreat to safety. I think you'd also see squads sticking way closer together for this too. That is speaking for the AAS gametype though, Insurgency works differently and I think keeping the rally points for the insurgent faction would represent their playstyle well and just be good for the gameplay. If the ammo bags do end up being removed then the insurgents rally points should supply ammo too. | ||
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#2 |
![]() Join Date: Nov 2006
Location: Dublin, Ireland
Posts: 1,290
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Along with a dozen other things that definitely should be removed imo (defibs, medic bags, ammo bags, magic map), yes rally point spawning is a bit of a stretch but then again, remember the hordes demanding that squadleader spawn be kept
While I would love to see PR go on to greater and greater combat realism, I think that between the limitations of the engine and the fickleness of the players that we cut our losses and hope that Operation Flashpoint 2 is any good or that ARMA 2 amends for the turd that ARMA was/is |
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#3 |
![]() Join Date: Feb 2008
Posts: 191
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Doing all that would ruin the gameplay obviously while I'm actually taking the gameplay into account. As long as you can add realism while also adding gameplay it should be done imo. :\
Actually I'm for removing ammo bags and magic maps too. Medic is definitely needed though. >< |
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Last edited by SleepyHe4d; 02-13-2008 at 05:34 PM.
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#4 | |
![]() Join Date: Feb 2008
Location: Jamaica/ Canada
Posts: 644
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Quote:
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#5 |
![]() Join Date: Jun 2005
Posts: 1,081
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Voted yes.
It's a good idea for the following reasons. - Decreases the overall spam that occurs at CPs. What usually happens is offensive squads will place RPs around the flag their attacking. What ends up happening is that the CP defenders have to deal with an endless wave of assault. Where the only way to make a successful defense is to sally out and search for the enemy rally, which can term into a spam fest once found. - Increases importance of having Firebases & Bunkers Often times even when a firebase is deployed currently. No one uses it except to pick up a Heavy AT or Anti-Air, or when the respective squad's rally point is destroyed. They simply spawn in and make a new one else where. - Increases the need for good transport squads. Using transport vehicles such as Helicopters and Jeeps only seem useful during the initial part of the round. With rally points, they're no longer needed and hardly ever see extensive use. - Stresses the need to stay alive, making medics much more crucial. Pretty self-explanatory. I think having the ability to prolong your critically wounded state by an extra minute or so would be useful, as those 30 seconds you get before a medic can get to you usually don't last long in a slow paced game like PR. - Slows down gameplay Slowing down gameplay is I think one of PR's overall goals. Like the SL spawn, rally points kinda add this gameyness where players spawn in on the rally, then rush into the fire, knowing full well that upon death you can easily respawn on your rally point. I don't expect many people to vote yes, but I think if the changes are made, people would eventually adapt and get used to it. |
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#6 |
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PR Contributor
![]() Join Date: Mar 2007
United States of AmericaPosts: 1,068
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Before you can discuss removing rally spawning, you first must address the ease of which ease of which soldiers die and the difficulty of trying to revive them. Otherwise the consequence will be disastrous.
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#7 |
![]() Join Date: Feb 2008
Location: Jamaica/ Canada
Posts: 644
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I have mixed feeling about removing rallies because:
1)Initially in a round there is a mad scramble for transports and if you don't get one you get to walk and must squads just leave the transport anywhere and that won't make it reaspawn. But 2)Removal would make it more realistic. |
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#8 |
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I agree with Tef,removing the rally would be really realistic but if you didn't have a good commander,where would you spawn?
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![]() [R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah* |
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#9 | |
![]() Join Date: Feb 2008
Posts: 191
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Quote:
Doesn't this at least deserve a playtest anyhow? | |
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#10 |
![]() Join Date: Nov 2006
Location: Dublin, Ireland
Posts: 1,290
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since when was the cure of 7.62mm bullet holes electrical shock therapy?
Discussed here with differing ideas http://www.realitymod.com/forum/f18-...th-system.html |
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| points, rally, remove, squad |
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