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Showing results for tags 'Reinforcements'.
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Due to the length of this discussion, I have summarized most of the critical talking points here in the OP, so if you are interested in contributing you dont need to read the whole thread, simply this post. I will keep it updated if it progresses further. Problem: At present, Radio Spawning mechanisms, and Rally Point mechanisms are pretty magical. They allow infinite access to the farthest reaches of the battlefield regardless of their logistical access to reinforcement. Solution: If the team's tickets, which represent the attacking forces ability to reinforce its self, were treated as in-game entities tied to a location, then they can be subject to a logistical paradigm of reinforcements that is not only analogous with real life, but would become a challenging and exciting element of gameplay. Benefits: increased value of life due to local limited access.increased use of medics due to time-to-return penalty of "getting more people to the field"increased value of strategic fortifications providing access to things as well as re-spawns.increased value of logistics as assets that can be forfeited as well as needed for operationincreased use of legitimate tactics due to real constraints.reduced spawn-camping due to inability to infinitely reinforce without dominant occupation for logistics.reduced lone-wolfing due to increased reliance on team-wide infrastructure.solves perpetual FOB wars, and adds the ability to Seige a team's defenses.Legitimate necessity for FOBs and emplacement structures in AAS gamemodes.Disadvantages: Increased gameplay complexity (if all complexity was bad, we'd be playing DOOM)Easier to lose the round more rapidly by severe misfortune, as losing a reinforcement laden truck would hurt the team's tickets in a large portion. (Solved by Automatic Reinforcements below)Easier to troll the team as a logistics member yielding reinforcements intentionally. (Solved by Automatic Reinforcements below)These are able to be mitigated however. The complexity can be overcome via training videos, and better, learning from the existing community. The loss of logistics can be looked at as a disadvantage only because of its potential to be trolled. Limiting the number of reinforcements per vehicle to a reasonable amount limits the amount of damage done, and this person is then easily banned. Variations: Radios are used to call Automatic Reinforcements: Under the pretense that Fully-manual Reinforcement Logistics would be an excessive burden, a suggestion for automating it while still making it a player triggered element, contingent upon the stability of disruptable supply lines, and local fortification stability. Complex Game Mechanics Do Not Mean Complex Interactions: Like comparing chess to checkers, a more complex rule-set, does not necessarily mean an overly complex interaction, but the difference in capable strategies is very well acknowledged, providing a game that anyone can play, but that leaves headroom for excellence. Prerequisites: Some confusion has arisen due to some elements not made sufficiently clear. There are some prerequisite concepts that would need to be in-place for this thing to work; 1 ticket = 1 life = 1 respawn. Until someone re-spawns, there is no ticket loss. This represents the activation of a limited amount of reinforcements, and it should be 1:1. People can still get points for "kill shots" even if the person is revived, but the ticket loss should be attributed to permanent loss of persons.The economy of things is completely separate Vehicles are not persons, so losing an empty truck doesnt cost you team tickets. Its still however, a significant loss, if you needed the use of that vehicle. The cost of things is something that needs its own economy, whether its a trickle in-element that appears at main or something to be spent by the commander, thats not what this thread discusses, but it does rely on them being isolated.
Make the commander the most diserable role to play! I played a lot of bf2! And it was so boring to play commander. Squads didnt follow orders and you didnt really have a big impact on the game except from eternally spotting enemies. I'm confident SL's Will follow orders (in Squad) but its not really a big adrenaline rush to have 3 otter Guys on your comms channel, and seeing Dots on a map. Solution? Make the commander awesome! Reinforcements: I suggest the commander should impact spawn timers on vehicles, it can be done in 1 of 2 ways as i see it. 1st: prioritizing respawn timer rates e.g. your 1st priority gains a 2x respawntimer boost, 2nd 1.5x and 3rd 1.2 (what ever). - If no commander boost rates could just level out on all vehicles 2nd. simply buying vehicles like building fobs. though with a maximum so you can't have 2 or 3 mainbattletanks or whatever. This way the other team wouldn't know if they are going up against an armored force or a fast-moving recontype force. - If no commander is chosen a standard picking for a balanced force is chosen. (my favorite) being in charge of reinforcements gives the commander a greater strategical impact. I think we all agree mainbattle tanks shouldnt respawn right after being destroyed. Vehicles should be cared for and valued highly. The squad should cheer when destroying enemy vehicles... knowing they wont see the fckr again for a long time. Offmap assets: Commander is in charge of all offmap assets: Artillery, UAV's (small videofeed of whats going on atm), drops and.. piloting planes! Helicopters belong on the map. Planes do not! We Will miss out on the brute force of a plane haulning over the map in 12 seconds If their speed is to fit into gameplay. I hate missing out (see the link, you can't fit this into a game where an airplane takes off and land on a 8x8 km map). Let the commander call a plane into the A.O and have him pilot or Gun it when dropping a JDAM on an enemy compound or shooting down a helicopter bugging your squads. "Air support incoming 3 minutes" Would be a nice information to relay to your squad mates. And this would give the commander some hands on experience. Even just 30 seconds, two or three times a game, not looking at your map would make a big difference for playability. making airsupport this way, would also make it a lot easier for developers I believe (not an expert on the matter). Comms: The commander should ofc talk to the SL's and not the squadmembers, to hold a chain of command. on his map he should be able to tap into one squadleader and only talk to him. He should also have direct comms to all vehicles, making vehicles a team asset, not a squad asset. Again by tapping into their comms on his map. (sidenote on vehicle kits) Maybe pilots and drivers, except humvees and the like, should not be squadkits. but instead a separate "squad" operating only under the commander. So a squad as one unit can be deployed by a team-helicopter/apc without having a member driving back to base to not lose the vehicle. This would also emphasize the importance of vehicles, and caring for them. Typical BF to drive to the front and leave your vehicle.. I dont want this. Conclusion: Offmap assets like planes and artillery should be very rare, and therefore it is important to give the commander a busy gameplay revolving around strategy and comms. since he has the role of tactical air command, artillery battalion, executive officer and if you listen to me: pilot/gunner and company commander (reinforcement wise). he SHOULD have enormous impact on gameplay, the biggest impact of the team! He should feel the resposibility of the SL tenfold. people don't go SL because it is a big responsibility - and for the same reason people wouldn't just go commander to mess around. - and YES mutiny/voting should be an option. sorry about the rant, I had so much on my mind :D what do you think?