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Hidden & Dangerous 2 Suggestions

Posted: 30 Jun 2005, 05:18
by PanzerMeyer
In our never-ending quest for realism and a more "sim-like" experience when we game, I have thought of a couple of suggestions. You guys let me know either way.


1. How about we limit the number of available respawns? Maybe limit it to something like 6-7 total respawns for our team?

2. I can also increase the AI difficulty to "very hard" from "hard"



I figure that if you have an incentive to NOT die, that will make us use more cautious and realistic tactics.

Realism

Posted: 30 Jun 2005, 10:46
by Softball
How about we keep things the way they are, and count the number of times we die on a mission? If the number is 1 or higher, then you failed the mission. How's that for realism? Realstically, if you die once, there should be NO respawns. But we all know how fun that is in OFP now don't we?

IMO, if we all stayed together as a team on missions (instead of people running off to complete the mission objectives on their own), I think there would be less deaths in the team. I think if we worked on our "team" tactics, (meaning each person on the team knows their particular responsibility for the mission and how/when to execute it), we could would satisfy two goals, learning to work together and becoming comfortable with each other on a mission, learning each others strengths and weaknesses. This will in turn improve our skills in game, and eventually allow us to move onto "real" targets, other people online.

Posted: 30 Jun 2005, 11:27
by KODIAK
Okay, we've been chatting about this for a while now, and I know we'd like to get the ball rolling, so let me start:

I volunteer for the following positions within the team:

1. Mission team scout/pathfinder/recce - i.e. the guy who patrols ahead of the team, reporting back any contacts, allowing the team lead to decide whether or not to engage, observe, or work around the obstacle. Controlled directly by the team lead, but expected to take initiative should the situation demand. Many units run a two-man scout team incase they run into trouble.

2.Tail-end Charlie / Observer - Exactly what it says on the can, tail-end Charlie covers the rearward facing position of the team as well his left or right facing quarter dependant upon team formation during patrol. Normally an effective position during single file, split file formations down a track, street. It is also an effective postion for observation purposes to gauge a team's performance during patrols, missions.

Okay, who's next? 8)

Posted: 30 Jun 2005, 11:34
by PanzerMeyer
KODIAK wrote:Okay, we've been chatting about this for a while now, and I know we'd like to get the ball rolling, so let me start:

I volunteer for the following positions within the team:

1. Mission team scout/pathfinder/recce - i.e. the guy who patrols ahead of the team, reporting back any contacts, allowing the team lead to decide whether or not to engage, observe, or work around the obstacle. Controlled directly by the team lead, but expected to take initiative should the situation demand. Many units run a two-man scout team incase they run into trouble.

2.Tail-end Charlie / Observer - Exactly what it says on the can, tail-end Charlie covers the rearward facing position of the team as well his left or right facing quarter dependant upon team formation during patrol. Normally an effective position during single file, split file formations down a track, street. It is also an effective postion for observation purposes to gauge a team's performance during patrols, missions.

Okay, who's next? 8)

I have my own suggestion. How about you be the team cook? I get hungry while fighting the enemy. :o :wink:

Posted: 30 Jun 2005, 13:22
by Gator
I hear Kodiak has some nice microwave ribs ... he should share.

Re: Realism

Posted: 30 Jun 2005, 13:29
by PanzerMeyer
Softball wrote: IMO, if we all stayed together as a team on missions (instead of people running off to complete the mission objectives on their own), I think there would be less deaths in the team. I think if we worked on our "team" tactics, (meaning each person on the team knows their particular responsibility for the mission and how/when to execute it), we could would satisfy two goals, learning to work together and becoming comfortable with each other on a mission, learning each others strengths and weaknesses. This will in turn improve our skills in game, and eventually allow us to move onto "real" targets, other people online.
Very good points Softball. I agree.

Posted: 30 Jun 2005, 14:06
by Grifter
and the fact of the matter is sometimes is just three of us against the entire German army...not fair nor realistic. Furthermore, the AI is incredibily accurate even at Hard...ie...seeing you while you're in the tall grass or even behind a ridge line. So respawns should be allowed but limited. Softball is reiterating what most of us have been saying for years. Teamskills are the key to mission success and surviability. Communicate and at least have a partner...never lone wolf it! We should be working at least in small teams of two if not small units of four. And we should stick together.

Posted: 30 Jun 2005, 14:21
by KODIAK
No bloody ribs! And if I did have, I wouldn't be sharing with you lot, for sure. And another thing, the only cooking I'm good at, is when I get the books infront of me. :lol:

Posted: 30 Jun 2005, 15:47
by Gator
point of reference: Back in the good-old-gr days, I think we usually set it to 3 deaths per player or 3 times number-of-players deaths total.

Posted: 30 Jun 2005, 16:26
by Jedi Master
The issue is also that sometimes we can't behave realistically when the game gives us an unrealistic situation--such as last night when I kept respawning in that tank's line of fire. I couldn't kill him, I couldn't evade him...all I could do was hit him once, die, rinse, repeat.

Posted: 30 Jun 2005, 17:48
by Gator
that's a good point panzer, but that could happen in GR too ... we would usually just restart the mission, but in HD2, it just goes to the next map.