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08-18-2006, 10:46 AM #1
Suggestion re: dying
I would like to suggest that deaths via explosives and heavy weapons be non-revivable. I am talking about .50 cals, tank shells, grenades, and claymores. It's kinda silly to see someone blown to bits by a tank, only to have someone run up and revive him. Same thing when someone walks over a claymore, flies 10 feet into the air, and then is revived immediately.
Tactical Mod is about making BF2 more realistic, and this, IMO, would further that objective.



-- Suits are what you wear when doing things you shouldn’t want to do anyway.
FROM THE TACTICAL GAMER PRIMER.
3) 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.
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08-18-2006, 04:55 PM #2
Re: Suggestion re: dying
Id support this if the wounded wait wasn't added on, but rather just the death/respawn timers.
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08-21-2006, 11:23 AM #3
Re: Suggestion re: dying
I like the idea, but I'm pretty sure the type of death isn't a trigger Duke can use to tie to anything.
|TG-12th| SHINER









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08-21-2006, 11:26 AM #4
Re: Suggestion re: dying
if it was, i'd like to see people be revivable when killed in mounted MG's and TOWs... never understood sure why those were made unrevivable... guess they're just treated as any other type of vehicle?

|TG-12th|WhiskeySix
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08-21-2006, 11:33 AM #5
Re: Suggestion re: dying
Good point. I like it.
Knowing that your done for and a ticket loss is given, could we balance this by having a quicker respawn timer. Maybe decrease the time to respawn by 10 seconds. This is for everyone, not just for those mortally wounded and unrevivable.(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
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08-21-2006, 07:57 PM #6
Re: Suggestion re: dying
The respawn time is already interminable. At this point we might as well use the Counter-Strike round system
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08-22-2006, 07:20 PM #7
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08-22-2006, 08:25 PM #8
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08-22-2006, 08:58 PM #9
Re: Suggestion re: dying
This may be a bit off topic, but personally I think an alternative way of making the respawn timer work better is to just make the spawn time random for everyone, ranging from (15s-30s) and do not display the spawn timer. I think it adds a level of uncertainty to the game. So now instead of like sighing and staring at the timer waiting for the next spawn, you will need to be vary alert as you don't know when exactly you will spawn.
I think it will in part solve the issue that some player had about long spawn time. Obviously I have no idea if this can be done. Just my 2 cents.Slow is Smooth. Smooth is Fast!
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08-23-2006, 11:10 AM #10
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