Suggestions for gameplay changes for EA

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  • Ghostmachine

    #31
    h.) Extend Flag Defense Area to twice radius to capture flag? Flag Defense
    assists? (reward defense more, because being stationary and suffering
    through arty and bombing sucks). Perhaps for the entire area of a base?


    DEFEND: The Commander gains a point each time the squad he orders to
    defend a point defends it (see h.)). This will cause commanders to consider
    defense more. Each member of the squad gains an additional point for each
    Flag Defense kill they get during this period (order should last say, three
    minutes before the game determines whether or not it was a successful order
    and determines whether or not the squad deserves additional points for
    completing the order).


    This is a good idea, part of the musical flags problem stems from the fact there is very little incentive to defend a flag. If an order to defend is given in the vicinity of a flag (which should usually be the case) and if the defending team actually holds the flag, then - the defense perimter should be activated. The defense perimeter is an area equivalent to the base that occupies the flag. Inside this area any team member will gain an amount of points to be determined as long as his flag is held by his team. The amount could be something like 1 pt per every minute that the flag is held by his team, in addition to flag defense kills.

    The attacking team would then be required to completely eliminate all resistance inside the defense perimeter in order to be able to actually capture the flag.

    As for the capture time itself, I am not sure if it should be the same, longer or shorter. Realize that if it is longer, the defense team will still be spawning in after 15 seconds and that will make attacking extremely difficult because the defense team will be constantly resisting. If the flag automatically went neutral when all resistance was eliminated in the defense perimeter, then the spawning would cease and the flag could be capped no problem.

    The flag capture perimeter (attacking side) could be the same as now.

    Some idea's that need refinement - but i think defense needs more incentive to garner points for the team.

    Thoughts?

    .

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    • Fullforce

      #32
      superb thoughts there.... this man should own EA. Or at least work for them. i cant actually remember all the points to comment, but i shall say im impressed. my brain would explode after all that thinking.

      and also good english by the way, thank god you can spell and dont talk in 'l33t' speak, or i think i might have had a nervous breakdown reading that!

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      • DepthCharge

        #33
        I'll go back and re-do this list with those suggestions in mind.

        Perhaps I am a little harsh on the lone wolves, I just find it difficult when I command to help coordinate the team when just about everyone is lone wolf. Perhaps an equal bonus to everyone who wins at the end of the round, and then while in game, since a squad can get and follow orders, that would be where they make up the difference in teamplay points.

        I've lone-wolfed myself from time to time, but I always find the most gratifying gameplay when I get a good squad/team together. That's my bias, and I'll make it a point to try and remove it.

        Again, thanks for the help, keep the comments coming.

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        • Jeebus007

          #34
          Originally posted by Fu11force
          and also good english by the way, thank god you can spell and dont talk in 'l33t' speak, or i think i might have had a nervous breakdown reading that!
          amen to that

          keep up the good work/ideas, depthcharge. like i've said before...EA needs more ppl like you

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          • Jashobeam

            #35
            In general I like a lot of these suggestions, but mostly I simply agree with the basic premise. Figure out which kits people don't play so much and why, then change them.

            Support is my main bugbear. It is simply not enough fun to play at present because the gun doesn't work. And for the nth time, can we stop talking about suppressive fire in a game. You can only suppress someone if they are in fear of their life. No one is scared of dying in a game, so you can't scare them into not sticking their head up and firing back. There is no such thing as suppressive fire in BF2, or any game except AA where it is enforced. If we really want the support kit to be popular, it has to be more fun. To do this, give them a gun that works. As I've said elsewhere, no one except a sniper should be able to outshoot a deployed (prone) gun at any range. If people are scared of it becoming a noob cannon, (despite the opposition having access to a very effective M203/GP30 and the ability to sprint), then drop the sprint speed/duration for support. I'd also back changes to the ability of the support trooper to jump like other classes.

            Other brief thoughts.
            Don't nerf the M4, nerf the C4 against armour.
            Don't nerf the Blackhawk, reduce the ability of engineers to repair on the move
            Don't nerf the ability to cap in a vehicle, nerf capping from the air in a vehicle.

            Comment

            • DepthCharge

              #36
              I'll get another version posted up here in a while, see if we can get a consensus on these changes.

              Comment

              • Yellonet

                #37
                Didn't read it all but the parts about snipers and machinegunners contains pretty much want I've been wanting the whole time... I seriously doubt that we'll see any big changes in any of the classes though

                Comment

                • Yellonet

                  #38
                  Originally posted by DepthCharge
                  Change Team Damage/Punish system
                  a.) Change it. Fix what counts as a tk to actually represent tk's.
                  b.) Make friendly explosives warning symbols denote C4, Claymore, or Mine
                  c.) Make Claymore and Mine TK's count simply as suicides? How would you
                  counter intentional tk'ers then?
                  d.) Forgive should fully remove all point loss.
                  e.) Fix physics and kill allocation so that tk's are really tk's (rather than
                  someone tripping on their way out of a helicopter)?
                  f.) Tk should default to 'forgive'
                  A suggestion for one of the points.

                  c.) Agree, but with a timelimit, say three seconds? i.e. if someone runs over a friendly mine that has been in place for more than three seconds it will count as a suicide only. The timelimit is there to prevent teamkillers throwing mines infront of friendly vehicles.

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