Smoke is more important than the 1.5 multiplyer. You can get more men in the cap zone with a couple of smoke grenades.
Upvote
0
This sounds awfully complicated. Why doesnt' the other guy just run back instead of you to resupply himself? And likely if he needs supply, by the time you run back to load up and get back to him he'd be dead anyway, especially adding in the time you'd have to take to select what "extra" supply kit you wanted to pick up.
The only ones who are are statically positioned and need resupply are the MG'ers if they are doing a good job.
On the other hand, as it applies to squad leaders and smoke, not to mention explosive grenades, the more I think about it I am not sure I like this idea so much myself. Too much smoke is a bad thing, imo, and so is nade spamming (it's not too hard as it is, but at least it isn't bad), and the thought of an even easier way to keep the supply of grenades refreshed makes me shudder.
It occurred to me that the game rewards death. Especially commander death.
If the commander keeps dieing the team will always have plenty of smoke.
If the commander survives the whole round the team will be short on smoke.
The same applies to other classes in lesser degrees.
If my team is short of smoke and I can't get to a ammo box then the only solution is to run at the enemy so I can respawn with fresh nades.
Is there a solution to this?
I wish the other team in clan matches would run their commander towards our lines when defending, just to refill smoke.
That'd be pretty funny.
As in Real Life (tm), good soldiers keep going, and FNG's get wasted. When a player gets better, he'll know it because he'll see he's able to stick around longer and kill the enemy more effectively.
BuddyLee said:The Russians on Danzig will always lose, if the SL is incompetent, and does not use his smoke properly.
Two things on this point.
1.) This is EXACTLY why this is a bad idea for the longevity of the game. The game's got a tough enough learning curve as it is. It doesn't need to be made any harder on the newbies. Imagine joining RO your first day or two and spending 80% of your time sitting on your ass watching other people play the game. Think you'd buy it after a free weekend of this? Those that didn't die instantly, would simply hunker down and plink away with rifles the same way they do now, only moreso. Try to imagine an attack/defend map played with this system. No one would advance.
2.) Sometimes skill's got nothing to do with it. What if you get TKed? Either intentionally or unintentionally? What if you round a corner into someone's grenade? How's that a lack of skill exactly? Lack of skill in being psychic or seeing through walls? What about the commander who is frantically tossing smoke, trying to rally his troops to push ahead for chrissakes, only to be picked off in the process? How is that a lack of skill? Because he can't take on an enemy squad all by his lonesome while his timid teammates hang back? Plus, this would only make some classes even MORE sought after -- IE: the sniper role, given that they'd be able to operate from relative safety. SMGs would be barely used, so who'd be assaulting positions exactly?
I'm not in favor of tweaking any of this. This boils down -- once again -- to the same issue that constantly comes up when people try to invent harsher penalties for dying, or other similar systems that are basically designed to make other people play how they want them to.
Any of you guys ever study psychology? Ever heard of B.F. Skinner? No, not the guy on the Simpsons. Basically, you want to reinforce good behavior (IE: points, other players saying "nice job!"). Punishing people (IE: you must wait out the rest of the round because you died early) will discourage ALL behavior associated with it, possibly to the point where you make people not want to play the game in the first place.
It's easy for folks who are veterans to sit back and say "What? It wouldn't be that bad." But try to think back to when you were a newbie and were CONSTANTLY dying. Now try to imagine you're trying to learn the game and just have some fun and blow off a little steam after work, but you keep getting punished for not knowing how to play. You don't know the map and take a path with less cover. WRONG!! YOU SIT OUT THE ROUND NOW!! DO IT BETTER NEXT TIME!! You rush a position just as a teammate tosses a grenade in. WRONG!!! SIT OUT THE ROUND AND THINK ABOUT WHAT YOU DID, YOUNG MAN!! You accidentally shoot a friendly because you still can't tell the difference between the two sides' models at long range. "ZOMG!! YOU F-ING N00b!! WTF???? GOD, GO GET OFF THE SERVER AND SHOOT YOURSELF IN TEH HED!!! YOO SUX!!"
None of this is conducive to getting people to like your game and stick with it. Just leave the respawn/reinforcement setup as it is now. It's not a problem. It works fine. The players who screw around DO get punished, albeit not directly. The players who suicide just to get to the front take a calculated (I hope) risk of running out team reinforcements in the interests of speed. It's gamey, but it's like democracy in broad terms -- it's a lousy system in an ideal world, but the best system we've got here on planet earth.