Hidden & Dangerous 2 Suggestions
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- PanzerMeyer
- Posts: 4795
- Joined: 10 Feb 2004, 08:54
- Location: Miami, Florida
Hidden & Dangerous 2 Suggestions
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.
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.
I have learned from experience that a modicum of snuff can be most efficacious - Baron Munchausen
Realism
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.
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.
"SILENCE, I KILL YOU!!" - Achmed the Dead Terrorist
AKA: Staark or Staark_RLG
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?
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?
- PanzerMeyer
- Posts: 4795
- Joined: 10 Feb 2004, 08:54
- Location: Miami, Florida
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?
I have my own suggestion. How about you be the team cook? I get hungry while fighting the enemy.
I have learned from experience that a modicum of snuff can be most efficacious - Baron Munchausen
- PanzerMeyer
- Posts: 4795
- Joined: 10 Feb 2004, 08:54
- Location: Miami, Florida
Re: Realism
Very good points Softball. I agree.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.
I have learned from experience that a modicum of snuff can be most efficacious - Baron Munchausen
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.
- Jedi Master
- Posts: 1364
- Joined: 11 Feb 2004, 14:32
- Location: Melbourne, FL