Agree with everything but the flamethrower:
The guy carrying it would be too slow (engis are already very slow), dying next to an engineer whose both tanks got pierced & exploded would make people avoid their own troops & finally without propagating fire / lasting burning effect it wouldn't feel right.
I think it is already in - when you die you see a guy runing around and he is your squad leader. Problem is that when you die there is some time that needs to pass for you to be able to spawn. If you select squad leader and he dies a few seconds before that/if he is in the area you can't spawn (that needs to be explained a bit) then you spawn in spawn point 1. We need to be able to mark at least two spawn points - the first for squad leader and the second for specific spawn point (1 or 2).bayonet boy said:Death camera auto focus on your superior officer:
Death cameras should automatically switch to following your squad leader so you have some idea of where you'll be spawning if he's alive. Or failing that your team leader, so you can at least see if he's being useful.
Rather pointless. Why block ALL communication if there are some people on your side who know how to communicate? We need mute option for SPECIFIC individuals to be fixed. Fixing kick votes also can solve this issue.bayonet boy said:There needs to be a mute ALL voice communications button and a mute ALL chat options. This could be default off for every server if need be, but the button needs to be there.
I would add punish option too. To be able to kill someone who TKed you on purpose. That or certain limit of TKs possible to be made per each round. A guy who kills his own teammates constantly should be punished in more convincing manner than just -points.bayonet boy said:Team kills should be highlighted with a white or saturated red outline around the kill so that players take notice a little more. When a player forgives someone for killing them by typing NP, it should show on chat "player X has forgiven player Y for a team kill"
I think it is already in - when you die you see a guy runing around and he is your squad leader. Problem is that when you die there is some time that needs to pass for you to be able to spawn. If you select squad leader and he dies a few seconds before that/if he is in the area you can't spawn (that needs to be explained a bit) then you spawn in spawn point 1. We need to be able to mark at least two spawn points - the first for squad leader and the second for specific spawn point (1 or 2).
Rather pointless. Why block ALL communication if there are some people on your side who know how to communicate? We need mute option for SPECIFIC individuals to be fixed. Fixing kick votes also can solve this issue.
I would add punish option too. To be able to kill someone who TKed you on purpose. That or certain limit of TKs possible to be made per each round. A guy who kills his own teammates constantly should be punished in more convincing manner than just -points.
Other than that your list is great.
When you're in spawn select menu - yes. When you accept your spawn point and "move on" - it is some random guy.bayonet boy said:Oh really? I usually get someone random, maybe my squad leader dies a lot..
Right. It's a valid point. Objection withdrawn.bayonet boy said:An example of this would be, a greifer running through a prone machine gunner in order to make the MGer TK him -- Then clicking "punish with death" effectively getting a clean TK for himself.
I would like a server option for switching sides after every Territories round. No changes to the maps- as in, if you were Russians defending on Spartanovka you are now Germans attacking on Spartanovka. The winner is determined by whoever got farther/finished faster attacking.
I would prefer this to the current system, which requires the players to take it on faith that the maps are balanced. Who cares if one team won two straight rounds as the attackers? How would we have done as the attackers? We'll never know...
Secondly, I have a basic idea about how Territories (as well as Countdown, single-player) could be improved to be less "anticlimactic." In territories the battles are decided by the attackers having more men on the point than the defenders- and that's fine. After all, the defenders haven't lost the battle after losing one point- they can always recapture it.
Except when they can't recapture it. As in, it's one of a group of points that move the battle forward for the attackers (like the east and west bridge for Apartments) or it's the final point on the map. In these cases, especially the last one, I believe it's unfair to say that the attackers have "taken the point" without having cleared out the defenders entirely. Maybe not entirely- maybe when the point is taken the defenders that are standing on the point are "flagged" for "sudden death". If they leave the point, it is just like entering a protected area except they are unflagged instead of killed. Barring that, the attackers effectively have to kill every defender who was on the point when the point was taken.
This eliminates the ability of the attackers to "draw out" the defenders by simply having more men on the point than them, forcing them to attack. It eliminates the ability of attackers to take a point without killing anybody. It eliminates the anticlimax that occurs at the end of a round, as the defenders control the top floor but the attackers control the bottom floor with a slightly greater number of men... and suddenly the round ends, attackers win. I beg to differ.
The last point of every map is the one that really needs this concept implemented, as you could also cut off the defenders' reinforcements as soon as the point enters sudden death. I'm not as sure how the mechanic would work with points that become "protected."
I know that the mechanics of territory are considered written-in-stone by some, and there wouldn't really be any way to implement an idea this drastic server-to-server (a "sudden death" server option would be awesome, but I doubt it). It would also take some rebalancing in terms of reinforcements and lockdown timers, I'm sure. But I think it would drastically improve the mechanics of the game.
Great post.
Different colours for chat wouldn't be hard and would make a huge difference trying to read that thing.
Also the ability to have a "in-game name", not related to your steam account name. I don't like the idea of chaning my name everytime to add/remove clan tags depending on the game I'm playing.
Agree with everything but the flamethrower:
The guy carrying it would be too slow (engis are already very slow), dying next to an engineer whose both tanks got pierced & exploded would make people avoid their own troops & finally without propagating fire / lasting burning effect it wouldn't feel right.
Tanks should have smoke rounds:
Because, they actually did have smoke rounds and they're extremely tactically useful for infantry support and tank on tank warfare. It could be map based.