Discussion: Battlefield 2 Tactical Mod / Battlefield 2 Tactical Mod - Feedback & Suggestions - Suggestion re: dying - I would like to suggest that deaths via explosives and heavy weapons be non-revivable. I
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.
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?
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.
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.
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.
Not a bad idea, but I would imagine the lower limit would be higher than 15 seconds.
Bravo Microsoft, you have now surpassed EA in poor decisions and once and for all seized the crown for the worst 'Reveal' ever. That EA were standing there on the stage with you when you did it was...
Posted By Wicks (3 Comments)
05-22-2013, 01:04 PM in Wicks
It is not often that I encounter across myself when researching a topic. I found the following in a recent article on the uses of ethnography in virtual environments:
Posted By E-Male (0 Comments)
05-09-2013, 03:18 PM in E-Male
Took a gamble and got a refurbished 30 GB OCZ Vertex 1 off of NewEgg for the low, low price of $30. Had some trouble getting the drive to be recognized by Windows or by my BIOS. Had to use a jumper...
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