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Old 2009-11-03, 19:43   #41
Tim270
Retired PR Developer

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Default Re: Project Reality v0.874B Open Gameplay Beta

Make this a server-side option, If servers think its within their core server's playerbase, then so be it. But as others have said, it only makes it harder for people who are new to the mod.

Also, tonight on T&T, it worked to an extent, that in my opinion is only down to the players on the server at that time, nearly all are clan/tourny/community players, not your average pub player.

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Old 2009-11-03, 19:44   #42
OkitaMakoto
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Default Re: Project Reality v0.874B Open Gameplay Beta

Quote:
Originally Posted by Mantak08 View Post
Here's an idea im just throwing out there, the point of gitting rid of the RPs is to put more focus on tem work, but if one person in your squad dies 'dead-dead' then thay would have to spawn at the nearest FB. so, the squad is a man down, should they all RTB and meat up with him, or keep going and let him make his way back to them? RTBing is the best tactical answer, but we all know that 90% of the time the SL is going to say, 'just tray and make it back to us.' i havent tryed the open beta yet, so im by no means an expert on the subject, but it seem like squads will be just as fragmented as thay try and make there way back to there SLs.

all this to suggest an idea. im not sure how hard the codeing would be on this, but would you change the RPs so they only allowed a limited number of spawns? say, 7-10 spawns before the RP goes on cooldown? you would have to increase the cooldown of the RP to something over 5 minuets to prevent the SL from refreshing it after every few deaths.

the point of the RP is to be a regrouping point, by setting a limet to the number of spawns it allows your squad can still regroup if one or two die off, instead of having one person run all thay way from the FB half way across the map.

just something to think about.
Thats exactly what you should be thinking and its a tough call to make. With this new mode, hopefully itll make you really value each member being alive and on the SL. If someone dies... well, tough. Do you keep pushing the assault? Hunker down and defend til you get the dead member transported back to you? Call in for another squad to help fill the gaps left by your killed Squadies?

As mentioned earlier, before with Rallies, its been a trickle effect of "man down! ok, just respawn and run back to us ASAP. ok, im here, Ohhh! Im dead! Ok, spawn in on the rally and run back to us, ok?"

Without Rallies, I for one will be trying a heck of a lot harder not to die. lets hope it translates into actually valuing lives more

Looking forward to seeing how the testing turns out. In theory though, Im liking it. Though itll make pubbing games a bit harder to find quality matches.
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Old 2009-11-03, 20:03   #43
HUNDIR
Default Re: Project Reality v0.874B Open Gameplay Beta

I love the changes i think they are cool and makes players think twise for example, before shooting or running through open space. And i saw a few more squads using VOIP now. ;D
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Old 2009-11-03, 20:03   #44
sylent/shooter

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Default Re: Project Reality v0.874B Open Gameplay Beta

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Originally Posted by mat552 View Post
Until now, we never NEEDED to help transport you. Perhaps once at the start of the round you'd bang down the hatch to get transport, but after that, APCs rarely get requests for transport. You'd just set your rally and off you went.

Helicopters got asked a little more frequently, but tbh they functioned more like supply crate dropping coffins. It's all well and good to ask for supplies from one, but no one ever seemed to care to use them for transport, barring that start of the round rush.
I was not trying to offend anyone with my earlier comment. I am sorry to the people that took it as an insult

Killing the enemy sylently
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Old 2009-11-03, 20:06   #45
TOME Malambri

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Default Re: Project Reality v0.874B Open Gameplay Beta

A decent idea in theory, however in practice all I have seen is it causing a loss of coordination for squads. People die in PR, which is an unavoidable fact....whether it be from being run over by a single man APC, falling down a 5 foot hill, team kills, or glitching near a burnt out piece of armor. All these people that die from things not related to poor tactical decisions have to now walk 600+ meters from the nearest FOB, or 1000+ from the main base, while the rest of the squad invariably continues its hike to the objective. The result is 6 men spread out over 4 grids accomplishing nothing other than slowing down the progress of gameplay.

Please for the love of god do not integrate this system into PR. The 3 rounds I played with .874B were hellish and much less fun than regular AAS.
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Old 2009-11-03, 20:19   #46
Vermin
Default Re: Project Reality v0.874B Open Gameplay Beta

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Originally Posted by Wattershed View Post
Why remove the RP's all together? Why don't use it as intended? A regroup of the squad.

Make the rallypoint to be deployable by SQL only and have it die on you after 30 secs. That way everyone will wait their spawn until the squadleader finds cover and deploy one, when 30 secs gone it will disappear. And you cannot put a new rallypoint for 5 minutes or something.
Well yeah, that or then this idea: OK, so rally points should be used as a regrouping spot as intended right? How about we raise the amount of players required to make the RP back to 3 and remove the feature that it is automatically destroyed when enough enemies come close to it. Well those aren't the main idea here but support he following suggestion. Simply make the rally points only spawnable when you have like 2-3 guys from the corresponding squad like within 25-50m away from it. That way it would truly support the idea of it being a rally point as the name suggests. You'd be forced to regroup there as a whole squad.

And I'm also against removing the rally points simply because there are quite a many times when someone from your squad gets shot on a steep hill or some other place where the medic really struggles to raise him up again. OK, so you'd have to spawn to the FBs again but with the idea described above, it wouldn't take such a long detour for the squad to regroup.

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Old 2009-11-03, 20:45   #47
Rotta
Default Re: Project Reality v0.874B Open Gameplay Beta

Total removal of RPs doesn't sound good. If there are now solo squads, there could then be solo troopers, turning PR into Counter-Strike. Why stick to your squad if there are more FOBs, allowing you to run wild?

Quote:
Originally Posted by Wattershed View Post
Make the rallypoint to be deployable by SQL only and have it die on you after 30 secs. That way everyone will wait their spawn until the squadleader finds cover and deploy one, when 30 secs gone it will disappear. And you cannot put a new rallypoint for 5 minutes or something.
Forcing some people to wait almost for five minutes? Would kill the game play.

My suggestion is to make Officer to have RPs as equipment much like health bags. A dead squad mate may request an RP, and SQL can provide one by using the RP. The squad mate spawns if there is one living squad mate near SQL and no enemies, and not two or more enemies on a broad sector between SQL and the closest FOB.

The sector simulates the route of reinforcement being sent. Thus a squad may stay together, no 4.5 minute waits, and FOBs have increased importance as shorter reinforcement sectors are harder to overrun.
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Old 2009-11-03, 20:59   #48
StUfz

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Default Re: Project Reality v0.874B Open Gameplay Beta

Yes I like the changes.

The question is can we improve out teamwork ?

And our answer:

Yes, we can!



Take, which is useful. Leave out, which is pointless.
And add, which is one's own....


[PR]Panther[UK/FR/DE]
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Old 2009-11-03, 21:11   #49
Surround

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Default Re: Project Reality v0.874B Open Gameplay Beta

If you want to people to join more to squads, make it so that you have to be in squad to spawn at FOB. With this people will join squads to use Fobs.

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Old 2009-11-03, 21:31   #50
Rotta
Default Re: Project Reality v0.874B Open Gameplay Beta

Quote:
Originally Posted by Surround View Post
If you want to people to join more to squads, make it so that you have to be in squad to spawn at FOB. With this people will join squads to use Fobs.
What it's worth for if people just run around as if playing Quake? It's easy to force people into squads but harder to make them work as a squad.

And by the way, I'm a change-friendly person too, however no change is always better than a change to a wrong direction, so atleast test RP removal throughoutly before implementing it.
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