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#106 (permalink) |
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Join Date: Dec 2005
Location: Ottawa
Age: 45
Posts: 856
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Re: Working to realize the potential of PR
Interesting to see the problem of pubbie behaviour appearing in PR. I have doubts as to the effectiveness of education outside of the game itself as the solution, but that does not mean the idea is not worth acting upon.
The 1stMIP is working on developing a two-squad 'platoon' discussed in other AAR threads, which in itself may not be the solution but will help. We have yet to impliment the platoon more than once, but it looks good from the initial test. The key criteria is that both SLs be together in a teamspeak channel void of enemy units. This may be reason for creating a platoon-1 and platoon-2 TS channel to encourage the use of two squad intra-SL communication and coordination (useful even when a CO is present). Anyway, not suggesting that the platoon method will work (don't know yet) but that it should be attempted more. I'll be in game this Sunday night (March 3) running a 1stMIP-A support team for a two squad 1stMIP platoon under the command of John.C (tried the other night but conditions where not right at that time).
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#107 (permalink) | |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Working to realize the potential of PR
Quote:
Players are in earnest, but again, they are still playing as if in BF2. One option would be to increse the death timer. __ With regards to the teamspeak. I would like to set five channels/team. I do not want to name them of fear of the enemy knowing the number people in the team. As typed in the thread I linked in my last post, the COs in the hopfully weekly scrims would utlizes this set up to their advantage. During casual gaming, these channels will be named: Good guys: 1. Assault 2. Defense 3 Special Foreces/Recon 4. Air 5. Armour Bad guys: 1. Assault 2. Defense 3 Special Foreces/Recon 4. Air 5. Armour Hopufully players will go into the teamspeak channel for the job they want to do. A team leader, or as you would say, a platoon leader would command each channel. The more we do this, the more players will pick up on this and use it.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#108 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Working to realize the potential of PR
Find a a way to get around the four kit max on getting your crewman kit.
There are times when all squads are full and so is the server. When this happens you can't get the crewman kit, unless someone leaves a squad, you join, then you leave, then they join their squad again. Plus I feel bad joining a squad just to get a kit just so I can use the mobile AA or to start up an A.P.C. squad. ____ Find a way to get the bleed working like it did with TG vBF2. When a unit works hard to assault the enemy the balance is bleeding the enemy, thus getting a return on the casulities they took during the assault. If they hold the most ground long enough their investment pays off even more. ___ Find away to reduce spawn times on vehicle respawns. During pick-up and play I would like to have these vehicles respawn quicker.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#109 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Working to realize the potential of PR
I posted the following in the PR forum with regards to Al Basrah Future.
I was wondering if we could make our own set up with this map and run it on the server. Once a week we could change the type of set up for the map. I reckon it would take a lot of work to change the map O.K. here, is the post: Why can’t we just have different missions and set-ups on the same map? As we all know, Al B is a gem. It is huge. There is so much potential here. There can be a Varity of different missions on the same map. These variated maps can be thrown in the Server where ever the admins like. Don't worry about Al B being played too much and it being ruined. Each of the three variations below allow for battles in differnt parts of the map. I will list some ideas for the map team to think over. Alpha: This version is very similar to real life. The strengths and weakness of both sides would be clearly showcased. Very similar to what is running on .5, Alpha would have one major tweak. Insurgents die from the orb of death well before they come close to jihading a Gunship. Again, Alpha is more realistic. No way the tangos get through the front door at a major installation like that. Alpha is designed for the Corp to Assault the City itself and repulse the tangos. Therefore, Alpha would be an Assault map. It assumes that REMFs are guarding the H.Q. and the Jarheads are doing a major Operation on the frontline. A lot of players will be needed for this. Staying back and defending the base will take players from the assault. It also is set up for the Insurgents to fear the mechanized excellence of the Coalition, but fight fiercely in their city they now so well. Therefore, once the Corp captures the western flags, they cannot loose them. The eastern city flags can be flipped-flopped depending upon the better urban combat the teams are showing. __ Bravo Bravo is completely different. It is sort of a Blackhawk down deal. This is an assault map for the tangos, and a Reaction Force/Defense map for the Corp. The setting for Bravo is that the Corp has set up a base (UCB) at the Palace. Here all the land vehicles will spawn. The Airport (UCB) is seen as well over a Kilometer way and the location of where the air support will come from, not ground vehicles. As in Alpha, all tangos will die well before getting close to the air vehicles. Here is the catch; there is one Corp flag (CB) in the middle of the city. This is a rally point of an ambushed platoon caravan (or maybe a chopper went down, dunno; anything realistic will do). There are no fixed weapons. Jeeps are not mobile, some still have .50 cals working but they are not going anywhere. The orders of the Corp is not to evacuate, but to stay and fight and await an Reaction Force. LB are heavy on Bravo, and so are gunship’s. If the Corp losses the central city flag, a heavy bleed will start on them. So heavy, that in no time the battle would be lost. This will assure the Corp stays with the plan and does not assault the tangos but rather defends their ground. The tangos start with having all the peripheral flags except Palace and of course Airport. There will be a buffer of grey flags they tangos will need to capture first before assaulting the venerable Corp. Unlike the Airport with a short death countdown timer, the UCB at the Palace will have a 60 second timer. This will allow some good saboteur work by the tangos before getting put down by REMFs (Nonplayable characters). This countdown timer will start once they breach the front gates. So they will have plenty of time to have some fun. O.k. , what’s going down at Airport. This is hardcore REMF Central. Again, only air vehicles can spawn and deploy from here. Don’t really care about the air assets there, just remember, the Jarheads at the single CB flag are going to need a lot of support because they will be attacked from all angles. O.k. what’s going down at the Palace. Good place for the C.O. to spawn, unless he/she wants to earn their combat infantry badge with the jarheads at the rally point, hehe. Some A.P.C., Tanks and heavy jeeps. Hell, light jeeps as far as I care. The Reaction Force itself will need to come from the Palace. Capturing flags on the way would be warranted. This could be a nightmare for a piss weak commander because there are two choke points coming out of the Palace. O.k. How do we know who won, and what about bleed? Not too sure about the bleed, but the Corp will bleed heavily if they lose that single CP. They will need to get that back quickly or face defeat. So the tangos have a good chance of winning if they assault the Corp and drive them from the rally point or Blackhawk crash site. Of course they will need to punish the Reaction Force coming from the Palace to do that. The Corp is focusing on body count. They should be cool if they keep that crash site flag up and defended and do a little fighting to meet the Reaction Force half-way. Like in Alpha, all city flags will change depending on who is in the flag orb. Of course, the tangos will not have tanks." ___ {{I believe the following was taken out of the PR forum, because it is missing now, fortuantly I saved it on Word}} Charlie Charlie is a complete different setting as well. Here the Airport is the setting of a major battle. As we know, the Airport itself is huge. The deal is, the players finally get to play the REMFs who are guarding the base. Hehe. There are several flags in the base. All belong to the Corp. This map is more for the player who wants plenty of action and less marching. The tangos will need to capture a series of flags around the base before going into the base. Do not worry about the Corp beating you to it, they will die from the count down timer if they leave the base. The reason for this will allow the Corp to get their Defense set up. It should take the tangos a good five minutes to get these flags. Sure, they could strike hard and fast, but that would be folly, plus they will bleed heavy until they get those flags surrounding the base. Some good flags the Corp will start with would be: near the front gate, At least one in the Parking Garage. One where the tanks spawns. One in the Air port terminal. One on the Roof of the Airport terminal. One at the very far end of the runway. One in the Hangers. The tangos will even have a flag to the south were they can break out Optimums Prime and blow some stuff up, proper. Plus, they can drive their spawn cars inside the Airport. Sort of like a rally point for them. The Airport will need to be somewhat porous for a good assault, but choke points will need to be in place. Don’t know if AASv2 would work all that great in the Airport. I want to see pockets of fighting here and there with very close flags. The tangos lose against a stand up fight remember, their strong points are chaos. Air support…. I would like to see a UCB for the Corp on the other side of the River to the east. This would be the place the air support would come from. Of course the Tangos die before they get anywhere close because it is hundreds of meters away (make believe here people). Granted the Corp will have some stuff at the Airport as is, but once certain types of flags are lost, the stuff will no longer respawn there. At least one Seahawk and LB should be at the UCB across the river. At least one gunship. The Seahawk would be good for taking back rear flags the tanogs are poorly defending inside the Airport. O.k. how who wins and what is the objective? If the tangos push the Corp from the Airport, a heavy heavy bleed will start on the Corp. So the tangos objective is to repulse the Corp out of the Airport. Bleed will start on the Corp once they loss over half of the flags in the Airport. The more flags they lose the more they bleed. Therefore, the tangos will be bleeding for a while on the map. No worries, this time they have way more tickets. So the Corp win if they can kill the tangos and prevent themselves from losing over half the flags during the chaotic battle. Note: It may be tough to script the out of bounds death timer if the Corp will be traveling via chopper to the Airport. Should not have a problem with the gunship or may a jet. Plus, it would tought to make a air field or a UCB to the far east. I guess Charlie is a long shot. ___ Again, be cool to do this. The map has plenty of room to do this, but again, it would take a lot of time, and I do not know the first thing to do.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#110 (permalink) |
![]() ![]() ![]() ![]() Join Date: Oct 2003
Location: Fort Mill, SC
Age: 33
Posts: 9,754
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Re: Working to realize the potential of PR
Rick, good post. But you might want to post this is the feedback thread or start a new thread. It's going to get lost in this thread.
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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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#111 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Working to realize the potential of PR
.6 is looking like it is going to be great.
More and more realism and great stuff is coming our way. Click here for details. You got to love some of these guys posts. http://realitymod.com/forum/showthread.php?t=17710
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#113 (permalink) | |
![]() Join Date: Mar 2007
Location: Britain
Posts: 127
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Re: Working to realize the potential of PR
Quote:
Firstly it will work in terms of improving squad to squad co-ordiantion and communication and therefore overall, total team effectiveness! The lack of TG players using TG TS regularly or always is a serious probelm for "working to realize the potential of PR". PR is the only game out there, that has the capatacity to allow tactics on a scale almost never seen in computer gaming before but to any player, hardcore or random. This is possibly, one the greatest oppitunities ever offered in the realism and tactical gaming community - a greater and stronger player base. The cetain limits imposed by the engine, namely communication, can be solved by using external VOIP software. Therefore, to "realized the potential of PR", we must combine the the strong player base with this external software and it is UP TO TG PLAYERS TO REALISE THIS COMBINATION. So, how the hell do we do it? Well, like all things, it is about communication, this must be to ALL PLAYERS on the TG server. In-game, using VOIP, all TG members must advertise and encourage regular TG server players to join the TG Forum and get the TG TS server AND most importantly, use it regular or always if possible when playing the on the TG server. Almost as importantly and sadely possibly almost as difficult, is to explain the purpose of using TS to all already TG members and perswade them to, like new TG members, to use it as often as ALWAYS! I hope you all now understand your responsibily...........LOL SEE YOU ON TS!!!!!!!!!! BE THERE OR LOOSE TO ALL THOSE USING IT and forever loose till you JOIN UP! p.s. winning requires the full assistance of Top Cat.
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#114 (permalink) |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Working to realize the potential of PR
I posted this in the PR forums under "What you want to see in a reality mod." ; and was curious if the TG community would be interested in setting up the PRM server like this once or twice a week, and conduct some of the light scrims like this. Enjoy.
Limited Spawns. Here's how. Keep in mind, this will not be stock PRM, but server admin changes. Here is what the devs can do to make this happen 1. Allow admins to set a wide range of respawn times. Particularly, the high range of 30 mins-50 mins. 2. Allow the admins to set the amount of deaths it takes to get to this sick high respawn timer. 3. Allow the admins to set-up the amount of tickets are on the map. 4. Allow admins to disengage the vote out of map so the players who have used up all their deaths will not stop the game for those left alive. __ Here is a demo. Server name: Richard Marcinko's PR, limited respawn Server. Here is what Ric sets things up as. 1. After the fifth death the player will be hit with a 50 min respawn timer. The four pervious ones will result in the PRM .5 stock respawn timer. 2. The tickets will be set so that each player gets five respawns if the server is full. 32 X 5 = 160 tickets per side. Note: If the server population is low, this will junk things because, once someone hits the five death mark, there will be plenty of tickets left and they will be seating around. Therefore, it would be best to max the server at a set number of players (12 vs 12). This can be easily changed for scrims and special occasions. Note: Some extra thought will need be put in for single assault maps, where a team is bleeding to begin with. Will need to give them more tickets. Note: I do not think extra thought needs to be in place for the Civilian kit with .6. Perhaps, take 1 ticket from the corp if they kill a civi, or take one ticket from the tangos if a civi is captured. Again, the admin makes the call. Note: This set-up would actually compliment the AAv2 bleed system. One must really do some work for bleed. Most matches would be stalemated in the beginning then change as people started to experience game over. Special Note: There would be issues of players joining the server half way into a round and still ruining everything by dieing three times quickly and taking all the ticets from the team. Again, setting up the server like this would require specific occasions, and passworded. __ In Conclusion, If a server is set this up like this, I would become their number one fan. I am sick and g.d. tired of these kids wasting tickets (assets) and running around all over the place without any care for dieing. PRM needs to find away to create a nitch for the more sim orientated players. I did not buy Armed Assault because I played the Demo and it is not super awesome; plus I am going to wait for that game to mature and age well. I am hoping PR will allow BF2 to finally be enjoyable for more sim players. IMO, the way to do this is limit the amount of respawns with the above set-up Again, I am hoping PR can find a way to allow the Admins to create matches where dieing matters way way way more than it does now. Thank you for your time as always.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#115 (permalink) | |
![]() ![]() Join Date: Nov 2006
Location: Dallas
Age: 22
Posts: 698
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Re: Working to realize the potential of PR
Quote:
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#116 (permalink) | |
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Join Date: Apr 2006
Location: Virginia Beach
Age: 29
Posts: 1,789
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Re: Working to realize the potential of PR
Quote:
Once you hit the fifth death, the match is over for you. However, there is not any seagulls to watch the action with. So if the death timer is at 50 mins, the game will be over by the time you respawn even if you came back after a while. Good players would see this as their dead dead. for good measure, this set-up would require a "Seagull" teamspeak channel for dead players to go and talk about the match. the general idea is to create a much slower type of gameplay. __ Sure, I could just go ahead and buy Armed Assault, but I am too intrigued with PRM .6. Can't wait to have a tango throw a rock at me. The movies people will make from that will be super funny.
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(PO3) Marcinko_R. (BF2 PR .509) Squad Member (CPO) Marcinko_R. (BF2 PR .509) Squad Leader (LCDR) Marcinko_R. (BF2 PR .509) Commander Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html Squad Leader pledge to their team:http://www.tacticalgamer.com/battlef...r-platoon.html Commander pledge to their SL:http://www.tacticalgamer.com/battlef...d-leaders.html |
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#117 (permalink) | |
![]() Join Date: Jul 2005
Location: gent, belgium
Posts: 1,427
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Re: Working to realize the potential of PR
Quote:
You are right. The flags the flags ... half of the time they don't matter, and it is instead all about RP's and terrain. People still think in two bits as a computer it seems. 1= flag 0= rush
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Thanks to whom made the button beneath my name appear. This is my "depressed stance." When you're depressed, it makes a lot of difference how you stand. The worst thing you can do is straighten up and hold your head high because then you'll start to feel better. If you're going to get any joy out of being depressed, you've got to stand like this. ~Charlie Brown |
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#118 (permalink) |
![]() ![]() Join Date: Nov 2006
Location: Dallas
Age: 22
Posts: 698
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Re: Working to realize the potential of PR
Well my felling is it should be about the flags. The only real way to end this is to get rid of tickets. Don't think that would be very popular but who knows. I can imagine the maps would run alot longer but with the actuall goal on the flags it might focus a lot of willie nillers.
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#119 (permalink) |
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Join Date: Dec 2004
Location: South east england
Posts: 8,839
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Re: Working to realize the potential of PR
I like this. No timer, no tickets, that just leaves the objective : capture all the CP's and remove the OpFor from the battlefield.
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