project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > Project Reality Mod Archives > PR Feedback Archives > PR v0.87 Feedback Forum
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read

Contact Support Team Frequently Asked Questions Register today!

 
 
LinkBack Thread Tools Display Modes
Old 08-30-2008, 05:51 PM   #31
[T]waylay00

[T]waylay00's Avatar
Send a message via AIM to [T]waylay00
Default Re: Rallypoint System

I'm NOT a fan of the new RP system. I think ExpendableGrunt summed it up well in one word: "frustrating." Granted, although I've only played .8 for a day, the whole situation with rallies has been a mess so far. The auto-destruction of rally-points really should be reconsidered.

I could possibly understand the use for the timer, but as the poster above said, at least cut it down some.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[T]waylay00 is offline
Old 08-30-2008, 06:35 PM   #32
Wolfe
Registered User

Wolfe's Avatar
Default Re: Rallypoint System

Many people run to the front line, see the enemy, then drop a rally and begin to fight. They do this because they didn't plan their attack strategy ahead of time or they place more importance on shooting the enemy as quickly as possible than insuring the safety of their own squad.

One of the main goals of PRv8 was to reward solid tactical planning and punish balls-to-the-wall assaults. Sure, a well-timed full assault can be effective from time to time, but using that as your default strategy will cause you nothing but grief by a squad with better positioning and a safely placed rally point.

And if you're standing near your rally point when it gets overrun, ask yourself why you didn't fall back and regroup instead of acting out Custard's Last Stand then expect to be rewarded with another life.
Wolfe is offline
Old 08-30-2008, 06:48 PM   #33
Farks
Project Reality Beta Tester

Farks's Avatar
Default Re: Rallypoint System

I think being unable to spawn on the rally if enemies are withing a 30-50 meter radius is a good compromise, like somebody said.

The language and concepts contained in this post are guaranteed not to cause eternal torment in the place where the guy with the horns and pointed stick conducts his business.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Farks is offline
Old 08-30-2008, 08:42 PM   #34
Zar2Roc
Default Re: Rallypoint System

Kinda more realistic, but please, either reduce range to 30m or cut down timer to 1min. Now you just walk in a forest and by the way accidentially destroy 4 rps...
Zar2Roc is offline
Old 08-31-2008, 04:39 AM   #35
Onil

Onil's Avatar
Default Re: Rallypoint System

In my opinion one thing is to control an area and by that make it impossible for the enemy to get reinforcements from that same location, other is 3 guys walking around and passing next to your RP on their way to somewhere else and destroying your RP without even knowing it.

I would say use either:

3 enemies within 30 meters or 3 enemies within 50 meters for an X period of time.

Because right now that's not controlling an area, that's just passing through it. So don't use it as an excuse to make this rule realistic.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
Onil is offline
Old 08-31-2008, 04:56 AM   #36
00SoldierofFortune00

00SoldierofFortune00's Avatar
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'
In modern combat, there are no "front lines", and when there are no front lines, it is way too easy for an enemy to flank around and just pass by an RP without even seeing it and for it to disappear. There are also maps that are still pretty small and when you put an RP close to a flag to defend,it can get overrun without the enemy even knowing about it. And the 2 minute timer is just rediculas plain out.


Quote:
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.
The enemy has to be 50M away from it I believe for it to disappear. You know how big 50M can be? I could understand 20M, but 50M is way too much.

Quote:
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.
Actually, many people did find it fun, it was just the small minority on here who got their way about it because they couldn't figure out a way to take it out. If enemies are coming from an RP, they should have to be pushed back manually because no conventional military is going to just give up ground. I am not saying you have to knife it, but 50M or whatever the radius of it right now is, is rediculas.

The Outpost at Tae Dae is an excellent example because there is not much room around the flag to actually put a good RP without the enemy magically moving into its radius while trying to move into a position to attack the flag from.


Quote:
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.
And its absurd to not even come close to the people or for them to actually spot the rally and then for it to disappear just because the RP somehow felt their "presence" in the area. If the area was 10-20M, it would actually make sense because the enemy would actually have to be able to see the RP, clear the 10-20M out around it, and once they take out the men around it, it is will disappear without having to actually bust out the knife. That makes way more sense then it is now and gives the defending squad an actual chance of holding their spawn.


I don't think we should go back to the system of knifing it(unless it is just 1 person), but 50Meters is just too much of a give away to people and way too easy to get lucky with.


Quote:
Originally Posted by [R-CON]Wolfe View Post
One of the main goals of PRv8 was to reward solid tactical planning and punish balls-to-the-wall assaults. Sure, a well-timed full assault can be effective from time to time, but using that as your default strategy will cause you nothing but grief by a squad with better positioning and a safely placed rally point.

And if you're standing near your rally point when it gets overrun, ask yourself why you didn't fall back and regroup instead of acting out Custard's Last Stand then expect to be rewarded with another life.
And the new RP system is also rewarding luck. With 50M, you don't even have to see an RP for it to disappear. Cut the area down to 10-20M, and that forces someone to actually view the RP and acknowledge its existence instead of just passing it by and magically getting lucky. That promotes teamwork more than blind luck.

"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
00SoldierofFortune00 is offline
Old 08-31-2008, 05:07 AM   #37
[R-DEV]OkitaMakoto
PR Mapper Team
Supporting Member

[R-DEV]OkitaMakoto's Avatar
Send a message via AIM to [R-DEV]OkitaMakoto Send a message via MSN to [R-DEV]OkitaMakoto Send a message via Skype™ to [R-DEV]OkitaMakoto
Default Re: Rallypoint System

You and I always seem to be on different sides of arguments and we never make any headway, so Im simply going to say it was thought out over a period of time, tested in beta testing and was left as it is. It MIGHT get tweaked for later, so your comments are most certainly welcome, but Im not about to go into another 50 post argument with you about something that isnt really that important


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

[R-DEV]OkitaMakoto is offline
Old 08-31-2008, 05:15 AM   #38
00SoldierofFortune00

00SoldierofFortune00's Avatar
Default Re: Rallypoint System

Quote:
Originally Posted by [R-DEV]OkitaMakoto View Post
You and I always seem to be on different sides of arguments and we never make any headway, so Im simply going to say it was thought out over a period of time, tested in beta testing and was left as it is. It MIGHT get tweaked for later, so your comments are most certainly welcome, but Im not about to go into another 50 post argument with you about something that isnt really that important
I already said I don't have a problem with the concept and system, but it is just way too big of a distance and this has been proven so far ingame and many people here are agreeing with it. 70% of the RPs I have put down or that other squads have put down don't disapear because they were spotted or found, but because of luck. Reducing the distance to 10-20M would actually force a squad to acknowledge the existence of that enemy RP, and then be forced to clear the area of enemies and during which, the RP will disappear as opposed to some random insurgents or squad just walking along and coming within 50M of an RP that maybe placed in an uber awesome spot that will never be spotted, but disappears just because of dumb luck.


Quote:
It MIGHT get tweaked for later, so your comments are most certainly welcome
Actually, it is important considering it is the only way you can spawn at a place besides your main when you are attacking 80% of the time.

You seem to think that everything goes 100% correctly all the time and that game mechanics aren't easily abused.

"Push the Envelope, Watch It Bend"

Tool ~ Lateralus
00SoldierofFortune00 is offline
Old 08-31-2008, 05:24 AM   #39
[R-DEV]OkitaMakoto
PR Mapper Team
Supporting Member

[R-DEV]OkitaMakoto's Avatar
Send a message via AIM to [R-DEV]OkitaMakoto Send a message via MSN to [R-DEV]OkitaMakoto Send a message via Skype™ to [R-DEV]OkitaMakoto
Default Re: Rallypoint System

Firebases? Bunkers? Ive seen them used quite a bit more often at CPs just before the one being attacked. Rarely see them on Insurgency for whatever reason...


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

[R-DEV]OkitaMakoto is offline
Old 08-31-2008, 05:25 AM   #40
spad85
Default Re: Rallypoint System

Quote:
Originally Posted by [R-CON]Wolfe View Post
Many people run to the front line, see the enemy, then drop a rally and begin to fight. They do this because they didn't plan their attack strategy ahead of time or they place more importance on shooting the enemy as quickly as possible than insuring the safety of their own squad.

One of the main goals of PRv8 was to reward solid tactical planning and punish balls-to-the-wall assaults. Sure, a well-timed full assault can be effective from time to time, but using that as your default strategy will cause you nothing but grief by a squad with better positioning and a safely placed rally point.

And if you're standing near your rally point when it gets overrun, ask yourself why you didn't fall back and regroup instead of acting out Custard's Last Stand then expect to be rewarded with another life.
I agree with you. However - as many said before - imho the range should be 25-30m

Project Reality Italian Team - Group Leader
PR.IT powered by
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
spad85 is offline
 


Tags
0.8, code, feedback, issue, love, overrun, point, points, question, rally, rally point, rallypoint, system
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 06:53 PM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2012, Project Reality.