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Old September 26th, 2012, 22:15   #32
Metalsynth
 
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Join Date: Aug 2006
Location: Montreal
The major issue is the respawn and return.

If you take that out of the equation, you get a cohesive squad by default.

So how can you make that squad respawn without screwing up game dynamics?

We made system for those really big fields where respawn is too far away.

Remaining squad members have to relocate to a proper clearing to simulate a helicopter drop off.

The dead just follow along from further away in a non-obstructive way.

Once the LZ is held after X time, the dead come back into play as simulated reinforcements with the squad.

If the squad is wiped out, it has to go back to the original respawn area.

You cannot respawn in another squad so squad integrity is assured.

The obvious problem to this is that respawn times can vary but default mesure is the original respawn so in the worst case, there is always the default respawn and time could be included in the time that the player walks to the default respawn to ensure the ''I hate waiting'' syndrome.

As far as game systems that enforce squad cohesion, I think this is a good alternative.
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