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07-07-2009, 09:31 PM #16
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07-07-2009, 09:56 PM #17
Re: Thematic skirmishes
no defibs would be awesome, and dramatically change gameplay! Since I am normally a bit reckless, that might actualy help my overall game!
I got yer Dancing With the F**&ing Stars right here!!
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07-07-2009, 11:27 PM #18
Re: Thematic skirmishes
Then it could be like America's Army!!
HEY! WE SHOULD DO THAT!! One life per person, on 16 man Verdun (or equivalent map)!

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07-08-2009, 12:12 AM #19
Re: Thematic skirmishes
Yeah, we should do a no-defib night. That would help dramatically with many players in the community. Two I know include me and Frozen, as we tend to rush in and do risky things in the interest of points and rely on friendly revives to obtain an extremely high score at the end of a round in exchange for an equally high number of deaths.
While the loss of this trait would overall slow the speed and efficiency of many captures, it would help tremendously in terms of saving tickets.He was told that he should not kill, and he did not kill, until he got into the Army. Then he was told to kill, and he killed.


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07-08-2009, 12:14 AM #20
Re: Thematic skirmishes
Or we could take turns shooting using a die to decide whether we kill and it'd be like balder's gate!
I cast my +4 rocket at your sniper.
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I'm making fun of the idea of trying to force our game into a different (inferior) game, but I do think it'd be interesting to do no defibs at some point. Just don't try and make it into a different game. But if you want one life per map, go play CS or AA.
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07-08-2009, 12:44 AM #21
- Join Date
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07-08-2009, 12:55 AM #22
Re: Thematic skirmishes
Oh, I don't mind having a no defib night. Keep in mind that people come and go from the server at irregular times. So unless you're scheduling an organized scrimmage, these things almost have to be run for a while. Perhaps even longer, start to finish, than most people would prefer to play. For example, I can play for longer on Fridays. I generally enjoy the 64 player rotation the first time it comes around, but by the second, I'm ready for things to return to normal (Belgrade with 64 the first time is crazy; the second it's tiresome). But plenty of other people haven't gotten a chance to play it yet, and it's easier on the admins just to run it for the night.
Anyway, I'm sorry to make a confusing point, but mine was two-fold: (1) don't do something because it makes it seem more like another game [just go play that game] (2) 1 death per game sounds like a bad idea.
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I think this may actually work better as an organized scrimmage rather than a night. Otherwise you may end up having to get rid of other unlocks in pursuit of getting rid of defibs, which isn't really the point. I think people still want to play with their Clark, Voss, motion mines, etc.
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I've considered the idea of a "highlander" type event where it's mandated that each squad must consist of X number of players with no more than 2 of any kit in their squad and at least one of each type of kit.
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07-08-2009, 04:14 AM #23
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07-08-2009, 04:39 AM #24
Re: Thematic skirmishes
One death could work only on a few maps. Both teams need to start on equal footing; one team can't be on defense. It needs to be open. Zero commanders, because of orbitals, UAVs (prevents ability to outthink the other squad.. otherwise, squads just meet up and shoot).
Ultimately, each map needs to be finely tuned and would only include a limited number of players.
If we could 2x the spawn timer, we would get the same cautious mentality and increase gameplay than if it were 1 life. To assist, I would slightly decrease capture timer as well: it would prevent times of stagnancy (if this is possible, then 1.5x spawn timer instead of 2x). If possible, instead of so drastically changing gameplay by taking out revives, I would make defibs to revive at 10 health. This would encourage clearing an area before reviving (longer respawning makes this more possible).. also I've always been a little bugged about a certain situation (see bottom of post).
A squad's death will earn enough time for the victor to gain a flag, or gain significant ground. This will encourage outmaneuvering the enemy, outflanking the enemy, and all in all, puts a lot more pressure to outperform the enemy.
While with 1 life, the game would be over, simply a new situation is created. Combat at South Town Center resolves -> assault gets STC -> assault preceeds up to ruined buildings -> engagement at either ruined buildings north or south (depending on defense respawn and action).
The situation that bugs me.
Squad A barely survives an encounter, with a total of 30 out of 600 total hp (but every member is alive!! Awesome). Each member has 5 health. It would take a while to return back to combat readiness.
Squad B survives an counter, hanging on to life by a thread with 10 of of 600 total hp. Two medics are alive with 5 health, each revive two members. In about 5 seconds, Squad B is at slightly-wounded combat readiness.
Now, even though Squad A OUTPERFORMED Squad B with flying colors, Squad B is at a much better position simply because reviving is an instant 100 hp heal.
I've been tempted to TK a SM and revive simply because it would be so much faster.Without teamwork, you'll never survive.
Without betrayal you'll never win.
Welcome to Cutthroat Caverns
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07-08-2009, 08:07 AM #25
Re: Thematic skirmishes




TG Primer - BF2142 Server Rules - Code of Conduct
Contact a Game Admin
"..good sportsmanship shouldn't be sacrificed in the name of teamwork. " --WhiskeySix
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07-08-2009, 12:24 PM #26
Re: Thematic skirmishes
I know evil things would happen. I don't because it's against the rules. It's just frustrating it's not only a unrealistic, but it's also a very powerful gameplay mechanic.
I understand 'why' they set to revive to 100.. it would be horrible if people said "I'm at 10 health. Screw it, I'm going to rambo it, die, don't get revived, and respawn because I don't feel patient enough"
That's exactly what happened with the healing mechanic in Team Fortress 2.. people found it faster to die and respawn.
except it doesn't matter as much because dying isn't a consequence in TF2. Great innovation though.Without teamwork, you'll never survive.
Without betrayal you'll never win.
Welcome to Cutthroat Caverns
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