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| Battlefield 2 - Forgotten Hope 2 Mod Discussion of the Forgotten Hope 2 mod for Battlefield 2. |
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#16 (permalink) |
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Join Date: Aug 2005
Posts: 4,636
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Re: reduce de respawn time
Forgotten Hope is driving for a WWII style battlefield which includes full armies battling against one another. Not because it's stupid, suicidal and spammy, but that's how wars were fought back then. The Russians slaughtered their own people when they retreated, and the US/UK/Canadians put their troops in an advance or die situation in Normandy. There were "Acceptable" losses and at times armies had to advance even in the teeth of death.
Tactical Gamer hosted Battlefield Vanilla with 64 players which felt like it was full army on full army without it being stupid, suicidal and spammy and the same can be said of POE. I am confident we can do the same with Forgotten Hope. If you think that WWII is best represented by having a very small handful of players sitting back then I think you have the wrong idea of war at that time. Lucky Shot |
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#17 (permalink) | |
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Join Date: Aug 2007
Location: Michigan
Age: 22
Posts: 1,335
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Re: reduce de respawn time
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There is one BIG difference to PR and FH2. THERE ARE NO MEDICS. When I want to play FH2, I want to play it, NOT stare at a respawn screen for 90 seconds (or however "longer" people want it). FH2 IS NOT PR; although this is a bit off topic for what is at hand, I think it needs to be said. If you want PR tactics and gameplay, go play PR. Is there something wrong with PR where the PR population has to flock to FH2 (not just TG) and complain on how it doesn't play out like PR? FH2 has SOME "real" gameplay aspects, but by no means groundbreaking. For all you PR players: In reality, when you die, that's it - there's no respawn, but in PR, you have a respawn timer, that's not too realistic is it? If PR only gave you ONE life, would the gameplay be the same? Of course not, and when you alter the respawn timer for games, it has a profound effect. FH2 IS NOT PR - deal with it. The 2 games are like comparing apples and bananas, and only has one common ground, the fact that it's a fruit.
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#18 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,763
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Re: reduce de respawn time
Spawn times will always be a balancing act.
The argument for reducing spawn times to allow a more epic battle would lead to eliminating spawn times all together. Unfortunately having too short of spawn times does lead to players not placing value on their lives and playing in a less than realistic manner. The opposite is to great increase the spawn times to make players value their lives more. However spawn times that are too long can really detract from the game play. The battlefield series games / mods are trying for larger scale battles and we don't want to have players sitting on the sideline for too long. The game also has extremely powerful weapons / vehicles that lead to quite a few more deaths. Tactical Gamer has typically gone the route of no respawns prior to the BF series. We still would like to see longer respawn times in games where we allow respawns. The battlefield games have not always lived up to par with what was hoped for by Tactical Gamer. I don't see us reducing spawn times, but I'm not sure I see the FH2 spawn times increasing to levels like PR.
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#19 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2005
Location: Gillette Stadium, Section 309, Row 12, Seat 24
Age: 33
Posts: 8,008
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Re: reduce de respawn time
It really is a balancing act. It's particularly tough with FH2 because A) the mod does have a semi-realistic feel to it (Suppression effects, no enemy nametags, etc) and B) the FH2 battlefield is a very dangerous place to party (just about everything one-shot kills infantry and there are no revives).
On the one hand, we want to discourage "uncareful" play through a "mildly annoying" (my words, not TG's) spawn time. On the other hand, it's very easy to get killed even when playing very carfully, and we don't want to punish those playing the way it's meant to be played. Spawntimes also affect the attacker vs. defender balance. The shorter the respawn time, the more advantage defenders have, as it becomes increasingly difficult for attackers to clear a CP area for long enough to secure the flag. Regardless of spawntimes, attackers are already effectively at a 5 vs 6 disadvantage since, with no revives, the FTL can't engage freely while attacking. Anyway - the current spawn time is 25 seconds. I think it's at a pretty good spot personally. It's mildly annoying when I die, but it's not so long as to get me really annoyed if I happen to be dying a lot. Of course, everyone's annoyance threshold is different, so I can respect both those that want shorter and longer spawn times than that. ![]()
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#20 (permalink) | |||
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,763
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Re: reduce de respawn time
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Quote:
Trying to justify respawns with reality in a game like Battlefield isn't going get very far. Quote:
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| My MapsGaming Videos by Tactical Gamers Fear the Frog! | Kill the Frog! | An Inconvenient Truth "Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team." -- Tactical Gamer Primer |
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#21 (permalink) |
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Join Date: Aug 2007
Location: Michigan
Age: 22
Posts: 1,335
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Re: reduce de respawn time
The fact is though Asch is that it isn't just here where players want more PR-oriented gameplay -- the FH2 forums is rife with this, along with players in game. It isn't a discussion that is exclusive to TG. I am not here suggesting other signature concepts in other mods to be involved in FH2 (or POE, or any other game), and content with the fact that the majority of good gameplay is unique and not a total ripoff from something else. The point in question is that if (x) mod is so good and enjoyable for you, then why do you want (y) game to be a clone of it? It's unoriginal and boring conceptual wise.
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#22 (permalink) | |
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Join Date: Jun 2007
Posts: 134
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Re: reduce de respawn time
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QFT
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|TG-Irr|Doctor |
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#23 (permalink) | ||
![]() Join Date: Jul 2007
Location: Colorado Springs, CO, USA
Posts: 1,024
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Re: reduce de respawn time
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Aren't each of us wanting to take the gameplay we enjoy the most and apply it to FH2? That doesn't necessarily mean we want to clone the other mods since FH2 at its core has so much to offer beyond things like respawn times. ![]() Quote:
Bernout |
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#24 (permalink) | |
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Join Date: Aug 2007
Location: Michigan
Age: 22
Posts: 1,335
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Re: reduce de respawn time
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As others said: the things that need to be done are balancing acts and I whole-heartedly agree. What I disagree with is adding clearly defined outside influences to the game, and creating a possible imbalance.
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#25 (permalink) |
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Join Date: May 2006
Location: Montego Bay, Jamaica
Age: 30
Posts: 473
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Re: reduce de respawn time
I think our going to have to come to the conclusion that if mostly PR folks play FH2 then they will wan to to make it into PR. If its POE2 people then they will lean towards that mod. IMHO
Look at my problems with disconnects on Pripyat & sake Eye's as an example of opinions over trends.
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Long May the FFTHFF(5th) live in our memories and our teamplay.
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