PDA

View Full Version : How precious is life?


Nekota
2003-05-10, 10:53 AM
After playing Planetside for almost a week now I've noticed that there's little importance to staying alive. People are using Reavers as Kamikazes and soldiers are flinging themselves into heavily bombarded hallways with total disregard for their own safety. Of course why should they care if they die? The penalties of death are so minor and the convience of towers nearby every base of contention that dieing is little more then an inconvience easily overcome. This also raises the question of why have an Advanced Medic? I've been in several squads where we had a medic and he was nice enough to ressurect us whenever possible but, what's the point. I would sometimes wait longer for him to get to me then if I'd just ressurected at our tower or a nearby AMS. Which brings me to a suggestion.

How about when you die instead of your timer increase for you to respawn how about your timer increasing for you to despawn. Thus leaving your body on the battlefield for a longer and longer amount of time as you die more and more frequently. The reason for this? Vehicles designed to scoop up the near dead and create prisoners. Vehicles could be like an AMS. Once destroyed the prisoners will be released but, until then you're a captive of your enemy. I'd also suggest that instead of weapons lock for excessive friendly fire that you instead at a certain point (should be rather high I know you MAXs have a hell of a time with target recognition when you're carpet bombing a tower stairway) instead of a weapons lock get recalled back to your sanctuary where you can cool your heels in your side's Brig. Now to prevent tragic imprisonment. Give us more communication methods. Let tank drivers send out a warning that an area is about to be rained with fire or maybe show a marker of where friendly Sunderer's shells are going to land so we can get out of the area. However you MAXs and other pilots need to learn to control your fire. I've been in some rather hairy dog fights with my Mosquito, I've fired into hot battles with friendlies mixed right in there with the enemy traveling at 80+ mph with a rather inaccurate 12mm chaingun and have managed to keep my grief points below 50. I understand everyone wants the kill and there's no XP for contributing to the kill but, we need more discipline as it stands now amount of spam experienced is way out of control at times. Anyway those are just a couple of my ideas let's hear some of your own. Feel free to flame I won't take it personal :D .

Jimbo
2003-05-10, 10:58 AM
Interesting idea. I doubt it will happen though.

There may be very little importance to staying alive but I try to live as long as possible because I feel I am letting my team down while I am waiting to respawn.

Demdadar
2003-05-10, 11:16 AM
With a penaltie = No fun .

But ... Anyway , i think SOE will do anything respect that .

Nekota
2003-05-10, 11:23 AM
Well you're right it'd be no fun for the prisoner other then maybe the anticipation of his squad rescuing him/her and, person penalized for excessive griefing won't be having fun but, it's punishment it's not supposed to be fun. However dieing over and over with no penalty and the same for your enemy sucks any sort of accomplishment you may get out of killing your enemy. It's not just that they'll be popping up but, sometimes they'll be popping up in the next room or right outside. In games like DAoC where battles are fought all the time the penalty of dieing in the frontier was that you'd have to either wait for someone to ressurect you or, you release and have trek back out to the battle. That's one of my gripes with Planetside is that every base has a tower right next door with spawners in it. This minimizes the usefulness of Adv. Medics and AMS drivers. When you can just pop up next door or in the base itself if you're side controls it.

EDIT: More suggestions. How about laser fencing that could be set up by Combat Engineers. Hasty barriers that could be used to funnel infanty into mine fields or help slow down infiltrators from CC rushes. How about some gates on some of the bases as well maybe a control room like the bunkers that are found out front of most bases could have a button that turns on and off a forcefield or larger laser fence that could keep land vehicles from rushing in to run down infantry in the courtyard. Give more (I know they're already sought after already) value to the Galaxy pilot who'd then be able to hot drop in light vehicles and MAXs.

Nekota
2003-05-10, 12:03 PM
Ghoest9- I think your post was heading here :D . You're right no one signs up to play a prisoner. However it's the cost of death. It could be reduced perhaps give you an option to respawn back at your sanctuary rather then remain an EPW and there's always the opportunity your squadmates will give a damn enough to come rescue you. I know it'd be fun as hell to send my infiltrator in to go blow the prison truck and rescue my comrades. As far as the griefers are concerned it's a fitting punishment. Since the only thing you really have on any of these games is time. All the warnings in the world aren't going to stop the dedicated griefer. Suspensions don't hurt because they can always play another character while the suspension ticks away. However if they had to actually sit out the time. The sentence wouldn't be days mind you an hour maybe. Then you're back out there fighting again. You go back to jail a second time 2 hours. Third time well I don't know... banning or character deletion or something. There really isn't an excuse for excessive grief points. If you find yourself aquiring too much grief swith your loadout because you're not safe with explosives or any area effect weapons. If you're still get grief then I have little sympathy after that.

Tieom
2003-05-10, 01:39 PM
Half-way through the original post it turned into something about prison vehicles, but the idea at the very top I like - instead of increasing time you wait for a spawn tube, there's an increased wait as a corpse if you die a lot, meaning an Adv. medic can help you out of that 25 extra seconds (Not to mention time getting back into the battle).

Nekota
2003-05-10, 02:10 PM
I know instead of a mobile prison truck. How about if you contol a Detention Center on a continent it gives your medics the ability to ressurect enemy soldiers to spawn them in the Detention Center. Where every 8 minutes (same as it would of been for a HART transport) the holding cell will get gased and all the prisoners free to spawn at a friendly base. Or allow your soldiers ability to shoot into the cells killing the prisoners basically allowing a soldier to offer double XP for being killed twice. Of course you could still be given the option to recall back to your sanctuary if you don't feel like being left to the mercy of your captures. It would help by providing a visble progression of the war to have your enemies beging to deplete rather then recycle endlessly.

Destroyeron
2003-05-10, 02:28 PM
I don't like it..

Nekota
2003-05-10, 02:46 PM
Well it seems folks don't like being prisoners, imagine that :D . However I'm curious why you don't like it. Is it that you don't want to be a prisoner well that's understandable the next step would be to avoid becoming one. However can't you also see the thrill of breaking your squadmates out. The importance it'll put on keeping yourself alive rather then endlessly throwing yourself on the nearest MAX over, and over, and over again. Wouldn't you like to see some progress made. I mean you kill an entire squad and the first guy is already firing at you before the the last one hits the floor since the respawns are so close to the action. It just seems like preperation and organization should be more important then they currently are. As it stands now people just rush like lemmings to a base with no regard to what would be the best approach since the penalty of dieing is non-existant. You don't lose XP you don't lose anything but, around 5 - 10 sec. tacked on to your respawn time if you die too often which is tiny.

MountainManDX
2003-05-10, 03:23 PM
While I doubt they could be implemented anytime soon, there are a lot of good ideas being thrown around here. There needs to be some way to earn a respite from continuing enemy responds, and I think the prison idea is good. Of course, I'll be spending a lot of time in prison more than likely... :D

SuperGlue
2003-05-10, 03:23 PM
I love your idea Nekota!

I've always hated this endless recyclying effect. I like the idea of a adv. medic reviving enemy soldiers to make them prisoners for 8 mins. And dying over and over in short periods of time would increase the amount of time that a adv medic could revive and enemy soldier.

Also if the prisoner idea dont fly, how but just taking away exp every time you die. All these people saying that this is a bad idea just want to get to lvl 20 as fast as possible and say hey look at me!!! just a bunch of egos zerging at eachother.

they could also make it where if you are killed by a much lower lvl then you loose more exp. If you are killed by a simillar lvl then you lose a moderate amount of exp. And if you are killed by a much higher lvl then you loose minimal amounts of exp.
Also.....maybe killing a enemy commander would give you more exp then a normal soldier...

just some ideas


Flame away!:p

gonnagetyou
2003-05-10, 03:27 PM
This is just a wild suggestion to go along with the prisoner idea.

If you become a prisoner make it so that you have to work off your incarceration by doing beneficial chores for the enemy. Things like ANT runs, repairing turrets, generators, deployables and vehicles. For every successful chore you gain points toward your release. Once you reach that magic number you are released and sent back to your Sanctuary. The amount of points you need to reach doesn't have to be high. Just enough to make you feel like you don't ever want to be a prisoner again.:D

Oh and make it so that prisoners can't be killed while trying to perform their assigned tasks.

Tieom
2003-05-10, 03:30 PM
If you kill someone, they will be back in action in a matter of seconds, killing them is just an inconvenience to them.
***THIS IS NOT NECESSARILY A PROBLEM***

The point of killing someone is not to put the screws to them, but to make it easier to push forwards by temporarily removing them (and others) from combat. Who is dead at what time does not matter, what MATTERS is gaining the advantage by having a large number of the opposing force in a continuing state of respawning, so you can gain ground.

MountainManDX
2003-05-10, 03:30 PM
Lots of good ideas, someone needs to tell the developers :)

MountainManDX
2003-05-10, 03:34 PM
I don't really think it does you much good to gain ground in this fashion. The enemy can reinforce itself at will, and that's problematic. There's no downside to dying, and that's a real problem...

Nekota
2003-05-10, 03:41 PM
Well if you wanted to help the enemy... but I'm thinking more like if you don't want to be a prisoner you can always recall back to Sanctuary. Of course this is going to set you back from your squad. Of course you could always take a HART back to the action but, you'd of been released in 8 minutes anyway when the holding cell is gased allowing you to respawn at your nearest friendly spawning tube. The process of freeing the prisoners would be as simple as having a Hacker hack the lock (not from your cell of course). The whole point of captivity is really to help empahsize progress. If you can capture your enemy rather then killing them you'll end up doing more harm to your enemy since you'll have effectively removed a soldier from battle for a longer period of time and, possibly their squad too if they attempt a rescue. The trade off is that a medic has to get to them to capture them and, in the heat of battle that could turn your medic into a prisoner.

Nekota
2003-05-10, 03:47 PM
Tieom- Well the biggest issue with the current philosphy is that numbers will always rule over tactics. A highly trainned squad will only succeed for so long before numbers overwhelm them (Mogadishu was a prime example of this). The other problem is that Medics really don't have a role in the game at the moment. Reviving your teammates is great and all but, not needed. Hell even fixing armor isn't needed if I need new armor just get yourself killed, spawn at the nearby tower (that about 90% of the time the assaulting side owns anyway) or AMS (which about 30% of the time is nearby), restock and re-engage.

Lion of Judah
2003-05-10, 09:09 PM
yep, medics are a rare breed, and about as useful as a dead Vanu.
IMHO, they should add exp to medics who heal or revive. I personally liek the idea of having one, but the "stay still" aspect is very difficult... especially in a fight. I tried playing a medic, and it was a PITA. No one would stop, i used it on myself mostly. It was about the same size as one med pack and was fast. A nice tool to have. Usually i find medics after a fight, healing guys to max.

SaltzBad
2003-05-11, 05:46 AM
Originally posted by Tieom
If you kill someone, they will be back in action in a matter of seconds, killing them is just an inconvenience to them.
***THIS IS NOT NECESSARILY A PROBLEM***

The point of killing someone is not to put the screws to them, but to make it easier to push forwards by temporarily removing them (and others) from combat. Who is dead at what time does not matter, what MATTERS is gaining the advantage by having a large number of the opposing force in a continuing state of respawning, so you can gain ground.

The problem that arises is when it becomes equally feasible to respawn as it is to expend the ammo and effort to make the kill in the first place. Thats why the speed of reinforcements in PS imo needs to be slowed down - for heavy battle testing in beta, fine. For a release game it would grow too old/shallow too fast no matter the updates if all there is to it is spawning and running back at the maximum possible speed.

Raideno
2003-05-11, 06:07 AM
Originally posted by Nekota
Well you're right it'd be no fun for the prisoner other then maybe the anticipation of his squad rescuing him/her and, person penalized for excessive griefing won't be having fun but, it's punishment it's not supposed to be fun. it.



Can you take prisoner's? :)

Nekota
2003-05-11, 09:40 AM
No you can't take prisoners but, I wish you could. This thread is mainly for suggestions to make dieing something you'd want to avoid more.

d3ath4u
2003-05-11, 03:07 PM
I'm sorry if i am mistaken, but i thought there was a penelty for dying, in the latest patch notes, the devs said that if you die 0-1 times for every ten minutes, there is no penelty, 2-3 times per 10 min, 5 sec. delay, so on and so on until a 20 sec delay for like, 10 kills for 10 min. Check out teh newest patch notes, but i think i am wrong.

Nekota
2003-05-11, 03:11 PM
Yeah but the 20 sec. delay is nothing. It's less of a penalty and more of an inconvinence. For a total of around 30 seconds there's not reason to wait for a medic to heal you.

d3ath4u
2003-05-11, 03:26 PM
ah, here is the link i was talking about:

http://www.planetside.info/nuke/modules.php?op=modload&name=News&file=article&sid=138&mode=thread&order=0&thold=0

well, i dont know about you, but a 20 delay is enough to keep me from kamakizing, but thats just me.
:)

Nekota
2003-05-11, 03:38 PM
Seriously count 20 sec. out to yourself. It's a very small amount of time. It's very easy that your medic could be more then 20 sec. away. All together death is meaningless especially since it can take longer to get from a nearby tower to the gate then it does to respawn at the highest penalty. I guess I sort of like the DAoC system. Where once you've rolled over the invaders you've got around 10 minutes before you see the same faces again more depending on how close to the portal keep you are. Granted death is going to happen in the game, it's going to happen quite a bit actually with explosives and massive weaponry. However don't make death inconsequential or the game will be about as deep as a deathmatch.

SaltzBad
2003-05-11, 08:59 PM
The main problem is, the most obvious solution, setting timers up, would also hurt everyones gaming experience heftily. The respawn timer can be set to about ~60 secs before it starts being a pain in the ass not doing anything, after that you need smarter methods. For example having to wait or 'pay' for any specialized piece of equipment (anything beyond standard armor and stuff), or reducing general respawn availability and increasing the importance of HART drops/Sunderer/Galaxys.

An example would be to have zones around bases for deployal of AMS/ANTs - or having to actually deploy those things within a (larger) zone of influence of your own base, ergo just cutting the time from base to base in half, not spawning right in his face (again, I have no exact idea about proportions).

In another thread someone mentioned with death being a larger handicap because of increased traveltime people would antline to the front - well thats just fine, since the offense has a major advantage here already. And by experience from other games, basic coordination along 'lets walk over there together' isn't hard under any circumstances, provided theres a reason for players to do so.

An addition to any solution they come up with would be to increase the spawntimer for every death in so-and-so much time - so that for example a defense relying largely on respawning of large numbers would grow weaker and weaker, by adding ~30-60 seconds of respawn to every death in the last 5 minutes (obviously that sort of system limits itself on how much respawn time you can accumulate). Someting needs to be done either way, and it should include as little idle-time for the player as possible. Making their way back and re-coordinating with their buds is fine, but harsh respawn timers should be used with care.

@death:
Say you're outta ammo, or just hurt bad - low respawn times make it possible that its more economic to just die and walk off with the new stuff than actually get it. Or that hurting an enemy can be 5 times more efficient than killing.

Edit : Patchnotes says an addition system is in already, but respawn times reduced slightly. Wtf.

LaserTobias
2003-05-16, 09:09 PM
Hey, well, it is very nice of you to write such a long passage like that so I will say that you should be congratulated on such a remarkable piece, but I think that if the PS guys heard your Idea, they would say that the respawn is there so no one would get bored rotting in prison....Ah well, you do have a point, and the game wouldn't get boring so dang fast because you would hope that someone comes by and frees you. In which case the advanced medic is rather useless.



Word.......Good hunting and enjoy your respawn

P.S- My personal Quote: Death is not only the beginning..........A respawn is.

RUEN
2003-05-16, 09:22 PM
hey, look at me... lemme just go pick up the corpses of my enemies, wait 6 mins, and then run this thing offa cliff, and have my buddy waiting to pick up their corpses again so no one will ever want to play this game! sounds cool! <= sarcasm

LaserTobias
2003-05-16, 09:24 PM
Originally posted by RUEN
hey, look at me... lemme just go pick up the corpses of my enemies, wait 6 mins, and then run this thing offa cliff, and have my buddy waiting to pick up their corpses again so no one will ever want to play this game! sounds cool! <= sarcasm

HAHAHAHAHAHAHA...........NO!!!!!

RUEN
2003-05-16, 09:28 PM
no, genius (i use this term loosely)... it was me pointing out the flaws of this "great" idea... get a life.

SuperGlue
2003-05-16, 09:30 PM
well, what I beleive was being siad is that as you pick up the corpses with the vehicle, the enemy automatically spawns in the jail. I don't belive this post said that you would pick them up and then have to drive them back to the jail?

RUEN
2003-05-16, 09:32 PM
Vehicles designed to scoop up the near dead and create prisoners. Vehicles could be like an AMS. "Once destroyed the prisoners will be released"

Thats what made me think they'd be in the vehicle with you... then again... you could be right

SuperGlue
2003-05-16, 09:38 PM
ah I did not see that....well then my post could be a possible fix to the flaw :)

Nekota
2003-05-16, 09:52 PM
Well my original idea was a prison truck. Since the lifespan of a vehicle in the field is rather short AMS's and those types of vehicles lasting even less time. My second idea was a base type called a detention center where an Advanced Medic could heal and enemy corpse to have it spawn in prison. In either idea you'd always be given the option to recall back to sanctuary and wait about 8 minutes (or less depending on when the last shuttle left) for a HART drop back to your squad. Detention would be around 8 minutes in either case you'd be out of the action with possibility of that being reduced by your squadmates rescuing you. In any case something needs to be done about the turn over rate in battle as it sits now it's much too high. I know the game is supposed to be about fun but, you have to strike a balance with accomplishments. If killing the enemy means nothing then that's exactly what you're doing... nothing.

MilitantB0B
2003-05-16, 09:55 PM
Cool idea, but my idea of fun is not paying 13 buck a month to rot in a NC prison or at least, not unless I could orginize a prison riot. :D People complain enough about spawn times, much less prison time. :)

RUEN
2003-05-16, 10:00 PM
I agree... something should be done... this does sound like a good idea... and would add to the importance of medics... not bad when i think about it. but what would stop someone from /suicide and then respawn at a nearby friendly base? would that command be removed while in the prison? also, while i like the idea... i think there should be someway for the prisoners to escape... whether it take a long time or not... but it should take less time then waiting... but should rely on a certain skill... or some knowledge... at least you're being creative though...


EDIT: Maybe to get out it could be a number puzzle or something... it would at least entertain you while you were there... and if you're not smart enough to figure it out... you deserve to stay in jail...

Nekota
2003-05-16, 10:40 PM
Well the prison time would only be as long as the next HART jump. In the meantime if your prison truck gets attacked then you'll be freed. Perhaps make the vehicle a truck with an open air cage in the back so that you could destroy the truck without killing the prisoners. I do however prefer the Detention Center idea. You'd only be able to capture prisoners if your side controlled one of the Detention Centers on that continent. Even then it only gives that skill to Advanced Medics to stabalize the dieing enemy to take them prisoner. So as it stands now there wouldn't be a huge threat of being taken prisoner but... it would be there. So you can keeping using your Reaver as a Kamikaze bomb if you want to but... that might have been a Medic who you missed who might just get you locked up. Could even have a detention center on Sanctuary where you can see the TK's who get to cool their heals until they can learn to shoot straight. Rather then weapons lock where you can still participate as a scout or some secondary role. If you earn enough grief for weapons lock your next death will land you in your Sanctuary's Brig.

Another easy to implement idea to help Medics out would be this. When you die instead of respawn appearing right away. Wait our your respawn time first then you'll be given the option to choose location to respawn. This can give the Medic time to get to you rather then see you're dead in the team status window and arrive to find your backpack. It would also be a little more sobering to see the field filled with bodies rather then backpacks.

A new idea I came up with tonight though of combo classes...

Medic/Engineer- Make available a field ambulance allow you to create a vehicle that's like a Deliverer that moves at a good clip and anyone who enters it heals and repairs armor.

Medic/Hacker- Allow some sort of bioweapon like the medics of TFC. Let the disease spread to nearby enemies too. Perhaps to keep from stealth germ spreadears. The disease wouldn't be lethal. It can only lower your health down to 25% at best. After that the disease has no effect. Or maybe makes you run slower or give you hallucinations like in TFC just make them more believable. Make it sound like a sniper is shooting at you, have explosions appear around you, or cause out in out blindness or deafness, etc... The possibilites are endless.

Engineer/Hacker- Sabotauer allow the hacker the ability to rig a terminal so the next person who uses it get's caught in an explosion and makes the terminal inoperable. Or for a less lethal role anyone who uses a sabotaged terminal shows up on radar and map windows even stealthers if they used a rigged Spawn Tube, equipment terminal, or vehicle terminal.

RUEN
2003-05-16, 10:55 PM
Medic/Engineer- Make available a field ambulance allow you to create a vehicle that's like a Deliverer that moves at a good clip and anyone who enters it heals and repairs armor.

AMS is basically the same thing, all you need to do is deploy it and people can not only get health/armor back, they can get equipment... only thing different is that you're not ablt to take passengers in AMS.

Medic/Hacker- Allow some sort of bioweapon like the medics of TFC. Let the disease spread to nearby enemies too. Perhaps to keep from stealth germ spreadears. The disease wouldn't be lethal. It can only lower your health down to 25% at best. After that the disease has no effect. Or maybe makes you run slower or give you hallucinations like in TFC just make them more believable. Make it sound like a sniper is shooting at you, have explosions appear around you, or cause out in out blindness or deafness, etc... The possibilites are endless.

This one is ok... but it seems like it'd be a little harder to get near nmes in this game than it was in TFC.

Engineer/Hacker- Sabotauer allow the hacker the ability to rig a terminal so the next person who uses it get's caught in an explosion and makes the terminal inoperable. Or for a less lethal role anyone who uses a sabotaged terminal shows up on radar and map windows even stealthers if they used a rigged Spawn Tube, equipment terminal, or vehicle terminal.

Well, technically, you can already do this with HE mines, just set them real close to terminal so no one can see them (at least morons anyways) and kaboom! also, the Motion Sensor also does the same thing... it shows anyone who passes it on your radar...

Nekota
2003-05-16, 11:03 PM
Well the ambulance would be more of an evac tool/transport that just so happens to get you ready for the next battle on the fly. It could also have a nice big red cross on it so that people know it's there and a medic and engineer is nearby for repairs to vehicles and such.

As far as getting close to the enemy infiltration suits are amazing things :D . I've camped in enemy spawns for 30 minutes at a time sapping the enemy with a knife stab here a knife stab there. I don't generally get a kill unless they're alone but, it causes them to do stupid things like shoot randomly in the room even hitting their team mates. Hell I've got 2 guys to fight because I stabbed one at an angle close to the other guy in the room and stepped out of the way. The patsy kept trying to plead his case but, the guy I stabbed wasn't buying it and they shot each other. Had another guy start lobbing grendades in the tower and ended up taking out an equipment terminal. I have to imagine that causing the enemy to earn grief is a good thing :D .

Yeah HE mines work outside but, most terminals are inside. Motion Alarms work in a proximity but, my idea would allow you to seem them on the map. Let a Sabotauer only rig say 5-10 terminals and allow any engineer the ablility to fix the terminals back to normal. Allow other Sabotauers the ability to detect the bug.

PariaH
2003-05-16, 11:26 PM
if you want to increase the role of the medic make him the only port of call for medical attention in the field,

i.e remove the ability for any player to carry med packs

certainly that will increase the role and importance of having a good medic in your squad, something which is lacking in this game is absolute dependancy on certain roles to acheive tasks

i disgaree about dying having no consequence, in alot of fps you get an instant respawn even then dying has a consequence either you have given up the position you are defending i.e defending a cc / tower/ a flag whatever

or your attack has been delayed,

in the long run this has consequences, i play pretty rambo style, ill be the first 1 into a tower guns blazing, if i mange to take 1/2/3 people down before i die by the time ive respawned and re-entered you can notice your kills have helped the push for a tower or whatever,

to be fair i think the current sytems pretty good, i dont like being punished for defending a tower till the death - i.e respawning and respawning in a desperate attempt to keep a tower against massive opposition but thats life :)

Nekota
2003-05-16, 11:39 PM
Believe me when I say how very little you're doing going in there guns blazing. I've infiltrated spawn rooms on a number of occasions and seen the same face rotate out of the spawn tube over and over and over...

I've been stuck in lines to get tanks because Reaver pilots keep using their Reavers as bombs over and over and over...

Rather then having teams stay together for the big push individuals will die and start charging independantly over and over and over...

All this suggests that maybe there's no qualms about respawning. Hell have you ever seen a retreat in Planetside? There's no retreat there is no surrender. Why should there be when death is only a 30 second timeout. Hell I had a team-mate today suicide to repair his armor before we left for the next base. This is insane. Now I'm not suggesting xp losses or anything even remotely resembling something permanenet but, something to cause an army to rather charge in 3 or 4 at time bouncing off the enemy time and time again not doing much. To maybe wait for reinforcements and do it right the first time. I know you don't pay to have downtime but, come on now the game is plenty packed full of something to do. A little downtime isn't gonna kill you. It may give you time to reflect on what you maybe should do differently next time.

RUEN
2003-05-16, 11:58 PM
I'm for the prison/detention area type thing. all they need to do is make it so you have a chance of escaping before your time is up or before cavalry arrives, such as breaking a code or something... this would make people have to guard the prisoners, weakening their frontline, also, a hacker should be able to break people out and a hacker should have an advanced chance (albeit a slight one) of escaping. thus, if you have a lot of people in prison, you could sneak in, release them, and unleash hell on the base from the inside...

PariaH
2003-05-17, 12:01 AM
lol if i get to the spawn tubes they dont get out of them, i play MAX almost exclusively :/, sometimes you will see a horde of players mincing round the edges of a tower, seems no-one is prepared to make a push (which would seem to me that they are afraid to die - Counterstrike Syndrome to the extreme,) -its fairly obvious that a heavily guarded tower is gonna lead to many deaths and a little carnage - isnt that part of the fun, if you are defending deep inside your own base dying certainly punishes you - 30 secs in limbo does have an effect espcially in bases where its gonna take you extra time to get back to wherever you were defending.

bdomz
2003-05-20, 12:03 PM
if you die too many times you should just get kicked back to sanctuary. Having to wait 8 mins for a HART every once in a while would at least make you think twice about doing kamikaze runs all the time.

simba
2003-05-20, 02:56 PM
Originally posted by Tieom

***THIS IS NOT NECESSARILY A PROBLEM***

Well it does eliminate the use of medics.

I guess im the only one who fears to die.
I dont go to battles, I dont kill people, ive played 10 hours and guess how many kills ive done? 1! It was a vanu agile, its almost impossible 2 kill ppl, so I dont. All I do is taking the HART and waiting for the HART in the training area.

Dingo
2003-05-20, 03:10 PM
laser fences from unreal 2!:eek:

Bluegold
2003-05-20, 03:12 PM
Some of it made a decent idea....but too little, too late.