Quote these words: "over my dead corpse".
I am not really into modern warfare mods but I have tested all the PR mod versions, they stayed 1 evening in my hard drive, no more. Reason: those mad respawn times.
It just benefits campers, spawnrapers and are basically an useless pain in the ass. People must fight, not to hide in a hole because they are afraid of die or about K/D stats. The best system to avoid bunnyhopers and that kind of frantic gameplay is to code the game so that's useless, not to use crazy respawn times or punish the active playing. FH1 did a good work in that, FH2 will do too.
Just imagine a Charlie map with this nonsense, who would play allied?, to suffer?. Our fans play to have fun with realism with common sense, not to be spectators of NASA countdowns.
Classic mistake of some "realism" mods, that's not realism, is sadomasochism. In reality, if you are dead, you are dead, period. In the game "you" doesn't respawn, it's the next soldier, the next "you", more cannon fodder for the meatgrinder.
Yep. There's no doubt about it that the whole system of spawn time ( death revive time ) is stupid. If FH creates such a system I will be greatly dissapointed.
MrFancypants;3527686An option that makes more sense would be to increase the number of tickets that is connected with a player.
You could have a bell curve and an alternative scoring system that counts up how many times you have died and depending upon if you and your teamates fall in the lower regions of the curve compared to the other team each one of your death is worth considerably more points. But, even I have my doubts that it's at all possible.
or kind of along the same vein, you could have a formula(that is intricitaly made) where every time you die it say multiplies your number by 7 and divides it by 3 and say adds or minuses 1 and rounds it to the nearest whole number(this of course being a crappy example) and after a while your 10th death will be a lot more costly than the first.
Or you could play some earshattering music like Yoko Ono on full blast for the specific player who died mixed up with some backstreet boys and spice girls:P
For the christ sake, what's up with you guys?, when a I don't like a suggestion I tell it, do you want sweet lies?, I have read your post perfectly and I don't like it, period. It's not only about longer respawn times, it's about punish active playing and I think that's a mistake, and your other suggestions can't be coded in this game.
Agreed, bring some work with you,once you die you wait. Also, it would be cool to have different sides have different spawns.
I try not to die in PR, I just got .5 today and barely have played it. Lets just keep the respawn times from FH the same in FH2, it worked fine.
Whatever MrFancypants, if the people has so thin skin I think it will be better if I shout my mouth, no feedback=no troubles
Lobo;3527765Whatever MrFancypants, if the people has so thin skin I think it will be better if I shout my mouth, no feedback=no troubles
It has nothing to do with thin or thick skin, only with the lack of decency you are displaying. Oh well, sorry for trying to make a suggestion that might have improved the game, it won't happen again.
FWIW, I watch my kd ratio. Absolutely. I want to be a good effective unit out there. I cant be that when dead. I also care about the team so dont get started there! I will get killed defending flags all of the time. I also lie in the weeds defending. And I only play FH because of its challenges. Beating the meatgrinder is the payoff for crossing Omaha 15 times. I think one-shot kills are reason enough to "fear" death. It makes you look before you leap.
Sorry if this has been brought up in another discussion, but I have this idea about increasing realism in FH2: Obviously one of the least realistic features in FH is that most people don't really care about deaths (I know there are those who watch their K/D-ratio, but I'm speaking about the mass of the players here). So how about increasing realism by making death a less desirable thing? You could implement punishments (longer waiting-times or longer ways from spawn to action) but I think those options suck. An option that makes more sense would be to increase the number of tickets that is connected with a player. If getting killed all the time has a larger impact on wether or not you will win the map people might think twice about bunny-hopping over open fields.
On the other hand it might also make sense to reward players for surviving. Give them the ability to pick up special/rare kits or vehicles once they have a certain number of kills or a certain K/D-ratio (maybe difficult to code, but probably not impossible).