Digital life more valuable? -1 reply

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-|DKS|- deathBOB

The BOB of Death

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3rd June 2004

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#11 15 years ago
MBaseMaybe we have to turn the idea around and not punish the guy dying but reward the guy staying alive x amount of time, actually this is way better, more positive. Already enough punishing going around will all those sadistic ;) team killer-punishers.

So reward people for sitting back and not attacking? Would snipers consistently get first? KISS. Let people play how they want to play. There is nothing wrong with how FH plays out now is there?




LIGHTNING [NL]

FH2 Developer

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30th May 2003

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#12 15 years ago
-|DKS|- deathBOBSo reward people for sitting back and not attacking? Would snipers consistently get first? KISS. Let people play how they want to play. There is nothing wrong with how FH plays out now is there?

People in FH don't care if they die, because they'll respawn right away. In real life, people try not to get killed. I have tried in a clan practice to use covering fire as a tactic. You have someone shoot at an enemy position, they don't want to get shot, do they'll keep their heads down. Meanwhile the rest of the squad can outflank the enemy. This does not work in FH at all. All that happens is that the support gunner is getting a lot of kills at first, but then the enemy spawns somewhere else and knifes your support gunner from behind and the attack fails. I think it would be a great idea to stimulate the general FH audience to be more careful with their lives.




[SYN] hydraSlav

SYNERGY Member

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2nd October 2003

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#13 15 years ago
-|DKS|- deathBOBThen everybody would avoid dying, fights would just become standoffs.

Umm... that's the point. Infantry fights were usually standoffs. People didn't charge an area. They moved in inch by inch, covering each other's backs and sides. People didn't jump in front of a tank attempting to fire an AT at it, people stayed down if an MG was covering the area. Yeah, if this will turn "charges" into "standoffs", it will achieve the goal of this suggestion. BTW, instead of giving an actual minus score, the system could deduct from your current total score while keeping your teamwork score intact (thus continuing to recognized your teamwork efforts). And then it could be coded so that it doesn't go below 0.




LIGHTNING [NL]

FH2 Developer

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30th May 2003

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#14 15 years ago
'[SYN hydraSlav']BTW, instead of giving an actual minus score, the system could deduct from your current total score while keeping your teamwork score intact (thus continuing to recognized your teamwork efforts). And then it could be coded so that it doesn't go below 0.

That would probably also be a big boost in terms of teamwork. I like it.




Frederf

I take what n0e says way too seriously

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2nd March 2004

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#15 15 years ago

Maybe increase your spawn timer a few seconds temporarily for "time-dense deaths"?




Dee-Jaý

Always 1 point ahead of you

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17th February 2004

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#16 15 years ago

Just have less flags you can actually spawn at. That would motivate people to stay alive since they´d need longer to get back into the action.




Karst

I chose an eternity of this

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6th January 2005

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#17 15 years ago

Back from California! But yeah anyway..... I've always liked the idea of people being more careful....there should be some way to prevent all these Rambo charges against tanks and bunkers and stuff. People should actually pull back or just run away if the enemy is overpowering them. Although i know a lot of people wouldn't like it, i think increasing the respawn time would do a lot of good here. Of course, that option is server specified anyway.....30-40 seconds would be nice.....depending on the map. edit: And to prevent people from being intantly hit by artillery, basecampers or the likes, all spawnpoints should be inside a house or bunker or something....would help a lot.




[tR]Mad Mac

Aerospace Engineering FTW!

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19th May 2004

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#18 15 years ago
Dee-JaýJust have less flags you can actually spawn at. That would motivate people to stay alive since they´d need longer to get back into the action.

I like this idea the best. Make people more careful, and actually making teams have to "Control" a control point instead of taking it and moving on. But the flags you can spawn at should have little to no control over ticket bleed. DC_Bridge, Sharqi Peninsula (the Radio Station), and that RtR map come to mind, all are very fun maps.




Nederbörd

Has mutated into a Lurker

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13th March 2005

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#19 15 years ago

Don't punish deaths. I really don't like that idea. And you know, I always find my digital life valuable. You see I usually play with NO-3 seconds spawntime. And 18 seconds for me is enough to care about my digital life. Especially on Vuoksi. Those big, mean Russian tanks rolling in from the bridge. It's damn scary! Hide in the bushes I say!




-|DKS|- deathBOB

The BOB of Death

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3rd June 2004

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#20 15 years ago
Dee-JaýJust have less flags you can actually spawn at. That would motivate people to stay alive since they´d need longer to get back into the action.

I think thats the best idea so far. Seems much less artificial. The only problem is, it will make larger maps boring as hell. There were quite a few maps in BFE like this and it generally worked for small/medium maps with transport but not large maps.