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Old 08-30-2008, 04:38 AM   #21
[R-DEV]OkitaMakoto
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Default Re: Rallypoint System

Youre still thinking of the rally point simply as a spawn location.

Its not. It represents something more. It represents the safe area behind the front line. If you get pushed back, you should lose your 'spawn'

You need to place them out of the way so that they remain safe. I'm not sure how else to phrase it, but you have to stop thinking of it simply as a "place I can spawn" and think of it as something bigger, more representative of the frontline and the fragility that's there.

PR is NOT about hunting rallies. That's not fun. Thats about as fun as hunting down the SL. The two of those are the same in my eyes... hiding a rally and hiding your SL to spawn on. Now they are no longer the same.

If you have enemies in a house and you move in, killing the men inside the house, but dont find the rally, its ABSURD to allow the enemy to just spawn in to a house you are clearing.. If they die they lose the safety in the area and should just be allowed to wave spawn in as you work to slowly clear a house of "15+" enemies even though its just a squad of 6 respawning a floor above you.


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Old 08-30-2008, 04:53 AM   #22
Sadist_Cain
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Default Re: Rallypoint System

indeed, me likes the new system although it does need some tweaks (perhaps 30m radius?" Anyhow the whole "Easter Egg hunt" that's just a pain in the arse is gone.
You now have to have a safe area in which to bring in reinforcements, you may have to fight for this area but in the case of being overrun there's isnt a case of "Omg lets all spawn as quick as we can before they knife it", the area is not secure; therefore NO reinforcements.

The whole idea of hunting for the enemys bags so you can knife them is just stupid imho.

Also now, attacking squads that work together are rewarded for sticking in formation as they're more likely to "Comprimise the enemy insertion point" ala Rally point down

With the new assets system this should be encouraging people to build a lot more Foreward Outposts which are what should be relied on for foreward spawns imho
Soon folks are going to realise they need to DEFEND these outposts as they are valuable and use that 200m build radius, man the AA man the 50Cal keep that bunker up! Meanwhile squads can spawn, regroup, make a plan and move in on the attack, Place a Rally point somewhere up front but outta the way of the fighting, get in there and take the flag! all goes tits up meet back at the rally point, Rally point Comprimised then fall back to foreward outpost, IT MAKES SENCE!

And last but not least lets look at that word "Rally Point" a place of rendezvous now think in real terms... you aren't going to rendezvous with your squad if you're separated if you see several enemies crawling over your RP youd find a new one, Foreward outpost

I am Cain, Hear me Roar


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Old 08-30-2008, 06:12 AM   #23
[R-DEV]dbzao
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Default Re: Rallypoint System

When your RP got overrun and you still have at least 3 guys left alive, probably the best idea is to retreat instead of fighting to the last man. After retreating to a safe area and waiting 2 min you will be able to set a new RP and the squad members you lost will be able to get back. Much better than having to come all the way from the main base or forward outposts imo.
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Old 08-30-2008, 07:23 AM   #24
tanky
Default Re: Rallypoint System

Quote:
Originally Posted by [R-DEV]OkitaMakoto View Post
Youre still thinking of the rally point simply as a spawn location.

Its not. It represents something more. It represents the safe area behind the front line. If you get pushed back, you should lose your 'spawn'

You need to place them out of the way so that they remain safe. I'm not sure how else to phrase it, but you have to stop thinking of it simply as a "place I can spawn" and think of it as something bigger, more representative of the frontline and the fragility that's there.

PR is NOT about hunting rallies. That's not fun. Thats about as fun as hunting down the SL. The two of those are the same in my eyes... hiding a rally and hiding your SL to spawn on. Now they are no longer the same.

If you have enemies in a house and you move in, killing the men inside the house, but dont find the rally, its ABSURD to allow the enemy to just spawn in to a house you are clearing.. If they die they lose the safety in the area and should just be allowed to wave spawn in as you work to slowly clear a house of "15+" enemies even though its just a squad of 6 respawning a floor above you.
well that is all good in theory but you do not need to be 'pushed back' in order to loose your RP. Instead of 1 man rally hunters...it is now 3-man rally hunters. who is to say that a crack-team of RP hunters can go hundreds of meters from the battle and kill your RP...thats not being pushed back, thats being sneaked-up on by 3 spiteful players (and there are many of them in these games). Also if you have a firefight in a house and then dont search it for remains or hidden forces (RP) then its your own laziness or foolishness that lets the RP remain (the 3rd suggestion below would also help this situation).

I deffo see why it has changed (it makes way more sense this way) but the suggestions i have seen would deffo improve the 3-man radius system;

either;
- 1 of the enemy has to spot the rally with the commo rose (i like this one, coz it shows they have spotted the enemy)
- the 3 enemies must wait about a minute for the spawn to dissapear
- disable spawning if the 3 enemies are in the radius, but they still have to wait a minute or spot the RP with the Commo rose.

or even all of them together...just my 2 pence :P

(p.s. this is still the best release yet guys so congrats! just some teething probs that a release like this is obviously not gonna see till mass testing).
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Last edited by tanky; 08-30-2008 at 07:35 AM..
Old 08-30-2008, 04:41 PM   #25
Zeppelin35

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Default Re: Rallypoint System

If we want to change the system I say we keep the old knife the rally part but also include the not able to spawn suggestion when 3 enemies are 50m away.
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Old 08-30-2008, 05:08 PM   #26
rough77

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Default Re: Rallypoint System

i DO NOT like the "auto-removal" of a spawn-point.
it's neither realistic nore does it have any positve affect on the gameplay.
it was fun to search and destroy the enemy rallies.
if the enemy is too dumb to find it - their problem...

and somebody said something like "destroying RPs is no fun. also no fun to hunt down the SL"
hunting down the SL is a MISSION! in war you'll always try to hunt down officers - that's what it's all about: no killing but confusing, make them slow etc.


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Old 08-30-2008, 05:11 PM   #27
[R-DEV]OkitaMakoto
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Default Re: Rallypoint System

Quote:
Originally Posted by rough77 View Post
i DO NOT like the "auto-removal" of a spawn-point.
it's neither realistic nore does it have any positve affect on the gameplay.
it was fun to search and destroy the enemy rallies.
if the enemy is too dumb to find it - their problem...
Do you realize you just said the removal of a spawn point is not realistic?
A spawn point is not realistic.

Its NOT a spawn point. It represents the SAFETY of behind behind the front line. If you lose that safety, you lose the ability to bring in reinforcements from that small area.

We shouldnt have an infinite wave of guys coming from a multifloored apartment complex just because a squad cant find out exactly which room they are coming from... That just takes away from the gameplay... hunting rally points was annoying and seemed like such an annoying, unneeded side mission imho. Not having to search out a rally when you know roughly where it is, IS a positive effect on gameplay as far as I see it.


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Old 08-30-2008, 05:24 PM   #28
rough77

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Default Re: Rallypoint System

Quote:
Originally Posted by [R-DEV]OkitaMakoto View Post
Do you realize you just said the removal of a spawn point is not realistic?
A spawn point is not realistic.

Its NOT a spawn point. It represents the SAFETY of behind behind the front line. If you lose that safety, you lose the ability to bring in reinforcements from that small area.

We shouldnt have an infinite wave of guys coming from a multifloored apartment complex just because a squad cant find out exactly which room they are coming from... That just takes away from the gameplay... hunting rally points was annoying and seemed like such an annoying, unneeded side mission imho. Not having to search out a rally when you know roughly where it is, IS a positive effect on gameplay as far as I see it.
"a spawn point is not realistic..." damn - u got me
BUT IN MY WORLD IT IS


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Old 08-30-2008, 05:42 PM   #29
BadKarma
Default Re: Rallypoint System

I like the new system.
It´s now imperative to stay "alive" and fall back to build a new rally. Imho thats way more realistic than the old system.
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Old 08-30-2008, 05:49 PM   #30
Tartantyco

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Default Re: Rallypoint System

-Could cut down on the 2 min timer after the rally goes down though...

Make Norway OPFOR! NAO!

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