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03-10-2006, 04:09 PM #31
Re: Server(s!) settings
Thats exactly why i think we need to keep almost everything stock at least for a few days. Perhaps we could increase the game time to 30 minutes so that the objectives are at least possible to do, but more than that may unbalance the game in a way we didnt know previously. Spawn times should probably stay stock as well, at least until enough people have had a chance to play and give an opinion about what they think the spawn times for a TG server should be.
Originally Posted by Turbo
Remember, not many people here are actually beta testers, and would like their opinion about what to do heard after they get some playing time in.
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03-10-2006, 04:14 PM #32
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Re: Server(s!) settings
I guess, ultimately, that even with stock spawn times, we would still have an unwritten agreement of waiting for each other to form up sufficiently large groups before venturing forth. If some people run off by themselves with no disregard to teamplay, that has more to do with them (and thus possible repercussions, perhaps) than the actual spawn settings, hmm?
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03-10-2006, 04:23 PM #33
Re: Server(s!) settings
On a server populated only with TG players, I would expect this. An SOP or a rule enforcing squad formation would be aimed at folks new to our servers who don't (yet) understand our doctrines, and this is something the admins have been discussing.
Originally Posted by Llyranor
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03-10-2006, 04:26 PM #34
Re: Server(s!) settings
In the load screen for BF2 we have something that states to the effect that everyone must join squads and listen to orders. Is there a place to do this in the RO load up screen where we can tell people they must wait for a few team members after spawning before moving on to their objective?
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03-10-2006, 04:29 PM #35
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Re: Server(s!) settings
Not that I've seen. I don't believe there is.In the load screen for BF2 we have something that states to the effect that everyone must join squads and listen to orders. Is there a place to do this in the RO load up screen where we can tell people they must wait for a few team members after spawning before moving on to their objective?It is by grace you have been saved, through faith - and this not from yourselves, it is the gift of God - not by works, so that no one can boast. Ephesians 2:8-9/NIV
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03-10-2006, 04:36 PM #36
Re: Server(s!) settings
right now, the load screen is just a static picture no load % bar that updates...

|TG-12th|WhiskeySix
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03-10-2006, 05:01 PM #37
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Re: Server(s!) settings
I think Turbo has hit the nail directly on the head here - Stalingrad is definitely NOT designed for a 45-minute round. The maps just aren't BF2 sized, the gameplay is totally different with captures being THE key, and not merely a means to getting ticket bleed like in BF2. I just don't see the game design OR the map designs lending themselves to long rounds. On this map, for instance, it gets very intense when the Germans have lost all the objectives and are down to defending their last one. When the game gets to this point, they CANNOT recapture any of the other objectives as they can (mostly) for prior in the round. This is fun trying to hold out for the last 4-5 minutes of a round - it would NOT be fun for 30 minutes. I doubt it'd go that long, but it'd turn into a campfest I'm guessing.
Originally Posted by Turbo
Arad, the tank map, is more like a BF2 map in a way - all the points are captureable at any time by either side. The game is over when a side caps all 4 points. This sounds like it has the potential for a long back-and-forth slugfest that could last 60 minutes, but I doubt it'd last that long. If neither side caps all 4, it's a draw - there is no incentive to hold points for a longer period of time, or for holding 3 of 4 at the end of a round. Having played it, I don't think that having longer rounds would make it more fun, or would add to the strategy potential much if at all.
Konigsplatz is combined arms, and is pretty large. However, just like Stalingrad, I think that given too much time the assault team WILL win too much of the time. You'd end up with the same situation - holding the last objective with 5 minutes to go is intense, 30 minutes is impossible and not fun.
Something else to consider - when replacements are depleted, when you die you cannot respawn for the remainder of the round. With no more than a few minutes left this isn't bad, but it'll REALLY turn people off if they end up waiting for a long time. I think it would be quite rare to be out of reinforcements with 20 minutes to go and for the game to go the distance, but it's still a potential problem.
Now, one thing to remember is that the way RO is set up, you play 20-minute rounds, which really seems to fit the maps well. However, on the Beta servers you play best 2 out of 3, so a "match" that goes the time limit on each round will be 60 minutes on that map. I've actually liked this - as with one bad round, you still have a chance to come back and win the next one. Arad can be over VERY quickly if one team gets on a roll.
In BF2 it's possible to pull one out when you're way behind on tickets, and quite fun to do. However, I think most will agree that those games on Karkand where the MEC gets pinned down to holding just the warehouse flag and is getting slaughtered for 30 minutes are NOT very fun for the MEC side, and quite impossible to recover from without huge mistakes by the USMC. I think really long rounds on RO would be very similar to this for the defenders more often than not - but without the possibility of taking any other objectives to try to turn it around.
My vote is to retain the stock settings at least for awhile until we get a handle on how the game plays here, and how well we like the default system - and then we can tweak later.BF2 POE2: NC_Tarheel
Team Fortress 2: |TG| Tarheel
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03-10-2006, 05:31 PM #38
Re: Server(s!) settings
The discussion in this thread at the official site may shed some light on this topic.
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03-10-2006, 05:31 PM #39
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Re: Server(s!) settings
Even if it's not possible, instead of upping the game time, decrease the amount of possible reinforcement. The main point is limited reinforcement, not necessarily increasing map time for its own sake. This is something that could apply to all maps. Instead of needlessly prolonging certain maps, you could make it so that each map has (very?
) limited reinforcements. THAT will promote staying alive, irrespective of actual map time.
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03-10-2006, 05:34 PM #40
Re: Server(s!) settings
I was thinking this same thing about the BF2 Tactical Mod.. instead of using increasing spawn-delays as "punishment-based" deterent from run-n-gun tactics, reduce the starting number of tickets to increase the value of each "life".
Originally Posted by Llyranor

|TG-12th|WhiskeySix
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03-10-2006, 05:41 PM #41
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Re: Server(s!) settings
That could work as a pretty good compromise. Keeping stock respawn/map times, but decreasing the number of reinforcements available. So that new players could 'learn the ropes', but reckless behavior will still be penalizing.
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03-10-2006, 11:52 PM #42
Re: Server(s!) settings
I don't see why time is an issue. Why not just play until somebody runs out of reinforcements?
[TG]1stMIP-Manner
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03-11-2006, 07:09 AM #43
Re: Server(s!) settings
Then how do you decide how much reinforcements each team should have?
Originally Posted by KeithMann
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03-11-2006, 08:56 AM #44
Re: Server(s!) settings
Start with historical accuracy and then modify as required for game balance.
Originally Posted by 0b1one
[TG]1stMIP-Manner
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03-13-2006, 06:39 PM #45
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Re: Server(s!) settings
So, did the admins reach some sort of consensus?
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