Re: Respawn times...

JeRK wrote:
yultemsee wrote:
JeRK wrote:

Updated the OP. You guys just don't get it do you?

Yes we do. We just think its better how it is.

You enjoy no cooperation and suicide bombing huh?
FS was built around squad gameplay and nobody is doing teamwork. That means there's a flaw in their system. A second obvious flaw is the suicidal way everyone plays. As you know 1+1=2, they're not supporting each other because you respawn within seconds with full HP and ammo. lengthen the respawn time and suddenly people will be handing ammo around and healing each other like intended.

i think there are other better ways to encourage team work. Depends if you prefer the carrot or the stick

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Re: Respawn times...

yultemsee wrote:
JeRK wrote:
yultemsee wrote:

Yes we do. We just think its better how it is.

You enjoy no cooperation and suicide bombing huh?
FS was built around squad gameplay and nobody is doing teamwork. That means there's a flaw in their system. A second obvious flaw is the suicidal way everyone plays. As you know 1+1=2, they're not supporting each other because you respawn within seconds with full HP and ammo. lengthen the respawn time and suddenly people will be handing ammo around and healing each other like intended.

i think there are other better ways to encourage team work. Depends if you prefer the carrot or the stick

The problem is you can encourage teamwork with all kinds of "cool" ways but people will still not cooperate. The reason? Nobody will give a damn about the officer's new ability, they just want to "pwn". PR encouraged teamwork by making respawn times long, now look, it worked! The people notice they won't kick pie if they keep dying and they notice that there are better alternatives to suicidal rambo tactics. People begin to act smarter. Suddenly they shoot the guy who's the biggest threat, not the guy who's just popping up. If you leave all other gameplay things alone the people will only shoot MORE due to the supressive fire to keep the enemy from trying to get you, everything gets more tactical. Suddenly, you have a reason to play your role on the field. Suddenly, you're not only healing yourself. Suddenly, battles are more concentrated because everyone sticks together.

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17 (edited by Kayin 2007-10-02 15:12:02)

Re: Respawn times...

yultemsee wrote:

i think there are other better ways to encourage team work. Depends if you prefer the carrot or the stick

True. I think the gameplay is more fun when you do things because it's better to do that way, not because you HAVE TO do that way. People need time (at least I will) to get inside this mod and learn it before the effects of teamplay start to show results.

But as I said. I think it's admins desicion. You are free to try longer spawn time and see if it works. What comes to people who just want to pwn and don't care... Well thats just stupid (and imo noobish) cause that way you don't win. There will always be amateurs wink

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Re: Respawn times...

Kayin wrote:
yultemsee wrote:

i think there are other better ways to encourage team work. Depends if you prefer the carrot or the stick

True. I think the gameplay is more fun when you do things because it's better to do that way, not because you HAVE TO do that way. People need time (at least I will) to get inside this mod and learn it before the effects of gameplay start to show results.

The problem is nobody WANTS to. The mod's community will dumb down and become the whiny type of community that screams "OMG NREF AWING WTF HVA U DUN FSDVES". Teamworkers won't be attracted to a mod without other teamworkers, the mod will be the opposite of what it aimed to be: A squad based mod where you have a role that you play.

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19 (edited by Safe-Keeper 2007-10-02 15:45:45)

Re: Respawn times...

I've always been in favor of longer spawn times, as they first of all make it more interesting to fight over control points, and second of all because it makes me hold onto my life. But as was said, it's mod-specific.

Forgotten Hope 2, for example, will have very short re-spawn times, precisely for realism purposes. In World War II, which it is based on, people died left and right, so implementing short respawn times would work best for that mod. Imagine playing Omaha and dying from an MG, then wait 30 seconds, then die again, then wait 30 sec, then die again, and so on. It wouldn't work. Far better to implement short respawn times. In Project Reality, on the other hand, the world favors long respawn times, as it's based on the modern battlefield.

When it comes to First Strike, the problem is that we have two very different factions - the Empire, which can afford to lose units and considers them expendable, World War I-style, and the Rebel Alliance, which needs to hold onto its forces. So preferably I'd want some sort of PR-style 'Insurgency mode' where the sides were not equal and the Imperials would have a shorter respawn time and more tickets, to simulate how the Empire has lots of expendable units. In contrast, the Rebels could have a longer spawn time and fewer tickets, but vehicles that last longer and some other advantages. But I have a funny feeling it'd be very hard to balance this in-game tongue .

Edit: In FS, I'd like longer respawn times for space map to keep people from ditching fighters, and shorter for ground maps, to encourage firefights. Or just make it so that it takes some time for fighters to respawn. Probably a far better way of handling matters.

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20 (edited by JeRK 2007-10-02 15:43:33)

Re: Respawn times...

Safe-Keeper wrote:

I've always been in favor of longer spawn times, as they first of all make it more interesting to fight over control points, and second of all because it makes me hold onto my life. But as was said, it's mod-specific.

Forgotten Hope 2, for example, will have very short re-spawn times, precisely for realism purposes. In World War II, which it is based on,

That should prove that long respawn times!= realism. Finally someone that listens.

Maybe it should be map specific? The battles where only small amounts of units were used like Endor and space battles (The pilots weren't just wasted. Well, at least the rebel ones. Compare the Galactic Civil war to the clone wars) should have long respawn times to simulate the importance of the single soldier and ship while huge battles like the battle of hoth where there were loads of soldiers there should be faster respawn times. Hoth had trench warfare, so fast respawns are needed anyway.

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Re: Respawn times...

Hey Ras, its Angel.

I try hard to support my team mates. You know that- It's just very hard to land a hit sometimes in space...

But you've saved my butt once or twice with a well timed ' You've picked one up' or 'tie on your tail'.

I find teams do tend to play together in a tactical way on groundside, but for me starwars is all about heroics. If there are no reckless Han Solo style charges (Ep IV, in the deathstar) then maybe its not as much fun for me. Of course we can't always rely on the stormtroopers inaccuracy online and thats when we get PWNED (oh noess!!!1!) but its still fun.

Starwars isn't that gritty. I'd really hate to see longer re-spawn times... they have their place, but i just don't think that this is it.
Counterstrike- you're dead and your gone until the next game, but you still get a lot of jerks who play that.

I really think that this is a matter for server owners to decide- if they want more cautious players so be it.

But i do try keep my team/squadmates alive along as possible- after all, it gives the enemy something to shoot at that isn't me! big_smile

i'd like to see options in the game that make it easier to save your squadmates- especially space. It can be very hard to shoot down your comrades assailant , often with fratricidal consequences.  :S

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