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#51 |
![]() Join Date: Oct 2006
Location: Sweden
Posts: 152
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Since when do you die exactly when you spawn? I meant that when the 30 secs are up the rally point will disappear and be gone for 5 minutes. Just stay alive for 5 minutes and you'll be in the clear.
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#52 |
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PR Developer
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All feedback for this change should be posted here:
http://www.realitymod.com/forum/f264...eedback-2.html |
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#53 |
![]() Join Date: Jul 2006
Location: Houston, Texas
Posts: 400
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i knew this day was coming. it's been coming for a long time. the RPs were great as the spawn mechanics were worked out over the life of the mod, but i think they've overstayed their welcome. i am betting the gameplay in the beta test will be better and we've seen the end of RPs.
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Ingame name: StrkTm Pygar
Eggyweggs...I would like to smash 'em! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#54 |
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No Rally Points seems scary o.o
Then again it would make the game more intense and much more realistic |
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#55 |
![]() Join Date: Nov 2009
Location: Toronto, Ontario
Posts: 1
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This is a great idea, i love defending bases as a squad and these RP made it almost impossible thanks guys!
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#56 |
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I just have to say that it's stuff like this, that keep me playing (and modding) PR. The whole idea of a DEV team listening to and working with the community, is just such a nice change from the usual way software is created and played.
Especially since the threads that have discussed this topic have been overrun by posts like "I don't want to walk 2kms into battle" The devs still saw what potential the change had, despite the popular idea that the RPs make the game more fun. And i would not be surprised if this 'beta test' was half an attempt to show people that a huge change like this could be a positive thing, despite losing a huge asset like a mobile spawn point. The communities reaction to some minor changes in the past goes to show that we usually overreact to new changes. Seeing a .9 changelog saying "Removed Rally points" would send some people off the deep end. But having it as a public beta test, will soften the blow to the RP fans among us, when it finally does get changed in a release. Well i was one of the people pushing for this change...i guess i'd better go play and see if it is as good as i thought it would be. |
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#57 |
![]() Join Date: Jan 2009
Location: the frozen part(s)
Posts: 43
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Overall, the idea of eliminating RPs is on the right track.
I still think you will still find players spawning at FOBs as they get killed (and therefore separated from their squad) not regrouping, and dribbling towards an objective. For the worst type of non-team oriented players, now what is the main incentive to join a squad and actually stay with it? To get a special kit. I'm not sure that is enough of an incentive. Before, the RP was an incentive to be in a squad as it enabled you to spawn closer to the action and stay together. I don't like the idea of FOBs becoming unspawnable when a few enemy are nearby, it should actually have to be destroyed. Ideally, I would suggest that enemy FOBs should be capturable and then become spawnpoints for your team. Capturing enemy supplies should be valuable and give you some advantage. You see where I'm going....... I hate to say it, but vanilla BF2 has a good system of making territory (i.e. flags) valuable, and worth assaulting and defending - that is the flag becomes a spawnoint for your team, and if you have the majority of flags, you induce a ticket bleed. Even without the bleed, the strategic advantages of having more spawnpoints make flags truly valuable. I think a happy medium between frantic racing from flag to flag as in vanilla (vanilla has too many flags too close together), and walking 1000 metres (as on Kashan in PR) is possible. However - good job in general and I look forward to trying it. |
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#58 |
![]() Join Date: Mar 2009
Posts: 26
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I think that this is a great idea for a couple of reasons.
1.Mainly, it will actually make transport pilots viable 2. Squads will have to stick together whether they like it or not. Will all of that said, I think the FB's would need a little tweaking: I think that the FB's should play a more integral role in every game-type, and thus it should spawn in along with defensive emplacements and even perhaps a light vehicle would spawn there every 5 minutes or so. Also, without rally points, you may need to play with the respawn times for special kits. If everyone is spawning at FB's, I am guessing that special kits will go like hotcakes. Finally, the main reason SL's chose the officer kit was because it allowed you to place rally's, so the kit might have to be rethought. Besides that the removal of RP's is a great idea. |
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#59 | ||
![]() Join Date: Jul 2006
Location: Houston, Texas
Posts: 400
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Quote:
the main incentive to stay with the squad and be a team player is going to be death. not having RPs would mean way fewer routes to immediate action. the players that like to charge everything head first will suffer even more, which is a good thing. those players will eventually learn that charging entrenched enemies or wandering off to engage enemies with no support is a bad bad bad idea. Quote:
-a pistol -more smoke grenades -more bandages -SOFLAM -ability to place FOBs and FOB assets being able to place an RP was just one of the advantages. | ||
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Ingame name: StrkTm Pygar
Eggyweggs...I would like to smash 'em! To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#60 |
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I can see this update killing off a couple maps.
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