Caracal, I really think you should build your own Conflict game mode with your ideas. Test them out. You seem to be wanting to change the base Conflict game mode, but the whole purpose of Reforger is to give people the tools to build out their own vision. This is exactly what IronBeard did with his Seize and Secure version of Conflict, and it looks great
I agree with you Glenn. Caracal's Conflict would be a real winner in my opinion. At worst, we'd learn why some of these ideas don't work (which is really useful info for the community), and, at best, we'd have a really awesome game mode that rivals the fun and challenge of the vanilla modes.
0:22 I always pack 6 mags in my chest rig and 4 in my backpack, and I've rarely ever ran out if ammo before I had a chance to get more. I always try to tell the people who pack the biggest backpack full of ammo that they won't use a 10th of that ammo before they die. But they rarely listen
As a US player I can carry 11 mags on my LBE and forget about carrying a backpack entirely. The Light Infantry lifestyle is the most practical one and I will never understand the dudes who carry a huge backpack full of stuff plus a second primary weapon just to get domed 3 seconds into the first firefight. All those wasted supplies.
@majorborngusfluunduch8694 , I was playing in GM mode doing a ruck infil with some other players, everyone carried the MOLLE ruck, with the medical backpack, and we staged our large rucks, and used the small pack as an assault pack for the final approach. I agree that too many people carry too much stuff, and if you were going to use that equipment to its fullest logistical potential the game has to change and this would be a great way to do that. It baffles me when I find a players character that has 3 saline bags, 4 pork chops, and a boat anchor. Like you said, a waste of supplies.
Depends on what you are doing too. If my group is running ambushes near enemy lines, I can and do easily burn through 12+ mags and 6 RPG rounds Also to the dude crapping on console players, my group on Xbox will smoke you before you even know we encircled you 👍
The armoury in experimental only gives a private access to the M16, M16 m203, M14, SAW and LAW I believe. You have to level up to access other weapons, AP rounds, larger backpacks etc.... about time!
I think either one life settings or like a 20 minute respawn timer would also be good it would pretty much completely stop people from wkeying objectives
Ive said this for ages. Only spawning at MOB creates added transport gameplay, the need for better medical gameplay, it will make combat and tactics feel far more realistic, and it should eliminate the run and gun mentality. Arma is a military simulation game and should be played as such. Thr closer you can spawn to an objective (radios) the less care, attention, and tactics are used as you know if you die you just roll atraight back in in 2 minutes
The key here is that you suggest it as an option. People have widely different opinions of what makes a game fun. Some want ArmA reforger to be a fast-paced shooter with realism and simulation elements, others want it to be a "permadeath" military operation LARP event. Personally, I think risk-reward plays a crucial role in the enjoyment I get out of simulation-genre games. Besides ArmA, I play a lot of DCS, where it takes 10 minutes just to start your jet, perhaps 30 minutes to fly to the target, and you can die from a second of lack of awareness. Admittedly, this throws off a lot of players, who would rather "air spawn" with a full load-out and just dogfight within seconds. I think the risk-reward balance is what makes games like DayZ popular, because you invest a lot of effort into merely getting to your objective, and building up a plan over time. However, the exact same system will be extremely punishing when you die. I want to add that, generally speaking, real-life encounters tend to be ambushes, where one side is at a heavy disadvantage and may quickly be wiped out. If you have 20 guys who sat in a troop transport for 10 minutes get ambushed by 2 dudes with a PKM or an RPG, then 20 players have to restart at main again. ArmA also does not support servers with several hundreds (!) of players, which is just the tip of an iceberg of a large-scale military operation - with a 64 v 64 server, you can't typically establish the necessary security along supply lines, the medical staff, logistics staff, mechanized and motorized infantry to achieve battles of a realistic intensity. I think that's where multiple spawn areas and mobile spawn points are a thing. That's why Squad uses rallypoints, so that firefights actually last longer and give the impression that there are more soldiers involved in the battle than the mere player count. These are just some of my thoughts for and against the concept of ultra-realism.
I definitely appreciate the way you worded your opinion, kudos dude! I agree on your personal view, and i also agree that numbers are making it difficult to see a "real" battlefield size. Id also agree on having it as an option....but you know what? Id rather the bar start HIGHER, then have options to size it down, than have the opposite happen; Too many games nowdays sacrifice meaningful interactions and gameplay born out of involved mechanics, to just have forgettable brain dead interactions. Its a shame since there are so many games that do the same thing. Why not have arma be something different?
This idea makes perfect sense and something I would love to see implemented as at least an option as an official game mode. This would make Transport choppers one the most requested and required items.
Imo the 'spawn, fight, die, respawn' meta is due more to the time/distance to combat that exists now rather then a lack of it. On Everon, atleast ime, the bases that are closest to the front usually lack supplies so there is no vehicle spawn or ability to spawn with custom load because 'not enough supplies' so you'll either be walking for minutes trying to find a vehicle or walk longer to reach the next enemy base to get to combat. Because of the time it takes people inevitably get careless because the want to get to combat as quickly as possible so instead they carelessly walk in the open as streets are usually the direct path, or worse drive the direct path, which then means they get lit up or ambushed,killed then it starts again. I already spend too much time walking because even if I have a vehicle I usually ditch it and go on foot so I have a chance of survival as vehicles are death traps and not just due to enemies but the jankyness of Arma. Because I don't just walk directly to combat and I'm on foot it takes me longer to get to combat but I usually survive longer which brings up the ammo thing. I usually carry 8-10 mags and 2+ frags in my Chest Rig, 2 TQ, 4 Bandages and a side arm with 2+ mags in my shirt/pants and the reason I organize my gear like that is because I'm constantly running low or out of ammo for my rifle and thus it's easier this way to ditch my rifle and chest rig and pick up enemy rifles and chest rigs (ammo) quickly. As for the MG thing, imo unless it's against vehicles with AP rounds the belt feds suck as there is no suppression effects in this game. Idk how many times I'm been firing at someone and they turn, stop, a kill you in one or two rounds while I'm deployed on a bipod trying to kill a pixel. They are also heavier, the ammo and how it stores in your kit is clunkier so you have to use a pack which I only ever use the small medical packs or the RPG assistant packs and I only ever store medical items, explosives, or RPG rounds in them.
Alternative middle ground would be, not being able to spawn at frontline bases. The furthest bases of your sides control that are in direct opposition of the next logical capture zone that is held by the enemy faction. So neither side can spawn directly into conflict. This way the frontline still requires support from the surrounding areas. Full simulation vs fun is hard to balance. Because fun is individually subjective. Me personally Single spawn points sounds fun but to keep the player base healthier some compromise is needed.
Yes yes i’ve been preaching this for a while now this plus having a foxhole like logi system would do wonders for the game. It would really add much needed deliberacy to the gameplay where you actually have to plan out missions.
Agree 100% my friends and I actually drive 15km+ per conflict game utilising the range of the .50 Jeeps or PK UAZ's as old school Arma lads, we don't mind driving but the new guys will almost always spawn at the front and bum-rush with minimal effort put into their assaults. Understandably a lot of the console guys haven't had much experience with Arma style gameplay so it's hardly any fault of their own but it shows a lot of the time with the spawn waves. Supplies are drained of the forward bases as every 60sec a new jeep is pulled from the closest light vehicle depot with 1-2 guys rushing back in to get killed instantly. I would love to see a single respawn option included in some of the Official Servers too.. I remember playing Arma 1 transporting truckloads of dudes around the map to secure objectives. Would love to see more transport & logistics used in Reforger. I actually enjoy running supplies and transporting people around.. I don't enjoy that the supplies are gone by the time I get back to drop a second load off though because they've been wasted by 1 man jeep assaults LOL
Back in good dark gru -server days there was practically that Spawn-MOB-only implemented. Fortunately for me that was my first taste of arma reforger after long brake since game's launch. I had so amazing time on those servers like two year ago. The difference on Spawn-MOB-only and current system (wcs and vanilla) servers today is huge, and not in a good way. So on that regard you're so spot on about the cons of the current system, the overall experience is way better to be only able spawn on MOB. As you put it, give the option to do that.
Some milsim servers do that. Like you have to spawn in military base x. Building of armory or anything really (besides an antenna) is not allowed in any base but large ones (otherwise kick and removal of building by admin). Transport and armory and assets only available in those large bases.
Yeah that’s why I love squad, you really feel the lack of AT or mortars or whatever if you dont have the logistics to support that. Great idea for reforger
To make this concept work, several aspects would need to be revamped, such as medication mechanics, suppression, gunplay, and more. It’s an interesting idea, though! What are your thoughts on the current state of gunplay? Personally, I feel that it’s the weakest part of the "simulator" shooter right now. For example, the way the character holds the rifle feels off, giving it a retro, 90s arcade vibe. The zig-zag "strafe" combat and the running-and-gunning style also detract from the experience. The weapons feel too light, especially when hip-firing something like an MG-it’s almost effortless. This could be a great topic for your next video!
Now this is something that could be interesting. However it might create "unwinnable" scenarios as the more you are "winning" (controlling bigger part of the island) - the harder it is to win as every death costs you more (Time) then the losing side. On small maps it would be O.K probably but the bigger you go the worse it becomes. So instead it would be more interesting if the supplies had to travel instead of just appearing out of nowhere. Because then you have a natural progression and limits to spawns and you can still block off access to resupply and starve out a base that is dug in.
These conflict "layers" should not encompass the entire island. Entropy exists in every system, and as the match progresses and more towns are available for capture/resupply, the team atomizes and loses all sense of cohesion. this is contrast to the beginning of a conflict match, where cohesion and communication is very high due to the friendlies being in proximity to friendlies. i have thought about learning the enfusion workbench in order to create a simplified or "linear" conflict in order to mitigate some of the negative meta emergent behavior I have seen in public servers however I do not have a modder's vigilance. always love listening to your perspective, excited for the future of the game.
Yes! Like seriously you have this huge map and bunch of vehicles, having spawn points is so immersion breaking for me. I bet they only made the game this way is to cater to a wider audience because it makes no damn sense. This would be the perfect game with this sort of mechanic.
I'm not sure if this would piss players just off unnecessarily... spawning also requires supplies, maybe this should be balanced better.. maybe more expensive. A more strategic driven gameplay would be nice, like in foxhole, where the supply chain makes a huge part of the gameplay, if a front line can be hold or not.
Could just set the respawn timer to 5 minutes, similar result. Personally, I’d like to see a feature where you can only respawn carrying whatever you had when you were killed. So if you were almost out of ammo, then you don’t respawn with a full load again. Also injuries should carry over as well, so if you were severely injured then you still need to find a medic after spawning. Essentially stop the suicide runs when you want to heal or restock ammo.
It should have a system similar to Squad. Supplies only for ammunition and another for construction. If there are more than 10 enemies near the radio, the reszpawn should be blocked!
In the upcomming reforger patch. Once you begin taking a town, the enemy can not spawn in the town. I believe this will immensely speed up games. Either Radio/Command truck usage will become necessary to defend. Or what I fear is players simply won't defend objectives at all.
People are conditioned to a battlefield playstyle. Its been like that for at least 10 years. The recipe is: spawn, run forward, see and shoot something, and die whether they get a kill or not. Respawn, rinse and repeat. The problem is that the same mentality is infecting other genres/games, corroding their mindset from something different, to the same "shoot die respawn". Arma's awesomeness doesnt come from graphics or cool mechanics (altho it has both), but from the awesome moments you can get from struggling to accomplish objectives, from teamwork and communication sure, BUT ALSO from those boring little moments that you spend loading ammo into a vehicle, securing a base before your wounded are good to go, finding your way around the map and getting lost then having to relearn what/how/who, repairing a vehicle/setting up a trap..... Its the fun that comes through investment, emotional or physical. The fun that comes through the little things that make up the whole difference. You dont have that in reforger. You have so many cool mechanics and systems, but almost all of them are underutilized and instead sacrificed in the name of "convenient discardable fun". I personally want reforger to sober up and cater to the old vibe, the one thats about good old INVESTMENT OF EFFORT gameplay. No need for locking ranks and other arcade bullshit, but relying on investing effort and time to accomplish something. Fuck bag/truck spawning, fuck magic ammo/medical packs, throw away all those bullshit random gamey arcady boring notions. Take joy in actually using a vehicle but trying to keep it in good condition, using it as a resupply point by actually filling it with ammo/meds. Use it to ferry the dead players to and fro the main base when they respawn.....
You really should just learn how to use the workbench and implement your own ideas in a custom gamemode, there's plenty of tutorials and documentation for it and you wouldn't have a hard time filling servers to playtest with your TH-cam audience
This idea will never work so long as the good old arma moments exist, things like touching a tree stump going 5mph while checking your map BLOWING UP armored vehicles, no thanks lmao
@@Looking4Mountains well, its not that it wouldn't work it's just more that, imo, it would be unpopular for the majority of the playerbase. though, arma 3 koth had a nice 'one spawn' system but the game loop is completely different. you'd need an entirely different mode.
Ive actually been talking about this idea with my gf. The way respawns currently works makes me feel like im playing a canon fodder sim, because why not throw myself at the enemy?
Love this concept! Make supplies, convoys, tactics more immersive and important!
Caracal, I really think you should build your own Conflict game mode with your ideas. Test them out. You seem to be wanting to change the base Conflict game mode, but the whole purpose of Reforger is to give people the tools to build out their own vision. This is exactly what IronBeard did with his Seize and Secure version of Conflict, and it looks great
I agree with you Glenn. Caracal's Conflict would be a real winner in my opinion. At worst, we'd learn why some of these ideas don't work (which is really useful info for the community), and, at best, we'd have a really awesome game mode that rivals the fun and challenge of the vanilla modes.
Hmm im gonna look into that server
I agree! I know a couple of friends and I would love to try out a server like this if there's enough players!
Great idea, i will join
0:22
I always pack 6 mags in my chest rig and 4 in my backpack, and I've rarely ever ran out if ammo before I had a chance to get more.
I always try to tell the people who pack the biggest backpack full of ammo that they won't use a 10th of that ammo before they die. But they rarely listen
As a US player I can carry 11 mags on my LBE and forget about carrying a backpack entirely. The Light Infantry lifestyle is the most practical one and I will never understand the dudes who carry a huge backpack full of stuff plus a second primary weapon just to get domed 3 seconds into the first firefight. All those wasted supplies.
@majorborngusfluunduch8694 , I was playing in GM mode doing a ruck infil with some other players, everyone carried the MOLLE ruck, with the medical backpack, and we staged our large rucks, and used the small pack as an assault pack for the final approach. I agree that too many people carry too much stuff, and if you were going to use that equipment to its fullest logistical potential the game has to change and this would be a great way to do that.
It baffles me when I find a players character that has 3 saline bags, 4 pork chops, and a boat anchor. Like you said, a waste of supplies.
i can run through 15 before i get close enough to get more when im sniping, consol players dont pay attention at all
Depends on what you are doing too. If my group is running ambushes near enemy lines, I can and do easily burn through 12+ mags and 6 RPG rounds
Also to the dude crapping on console players, my group on Xbox will smoke you before you even know we encircled you 👍
The armoury in experimental only gives a private access to the M16, M16 m203, M14, SAW and LAW I believe. You have to level up to access other weapons, AP rounds, larger backpacks etc.... about time!
I think either one life settings or like a 20 minute respawn timer would also be good it would pretty much completely stop people from wkeying objectives
Ive said this for ages. Only spawning at MOB creates added transport gameplay, the need for better medical gameplay, it will make combat and tactics feel far more realistic, and it should eliminate the run and gun mentality. Arma is a military simulation game and should be played as such. Thr closer you can spawn to an objective (radios) the less care, attention, and tactics are used as you know if you die you just roll atraight back in in 2 minutes
The key here is that you suggest it as an option.
People have widely different opinions of what makes a game fun. Some want ArmA reforger to be a fast-paced shooter with realism and simulation elements, others want it to be a "permadeath" military operation LARP event.
Personally, I think risk-reward plays a crucial role in the enjoyment I get out of simulation-genre games. Besides ArmA, I play a lot of DCS, where it takes 10 minutes just to start your jet, perhaps 30 minutes to fly to the target, and you can die from a second of lack of awareness. Admittedly, this throws off a lot of players, who would rather "air spawn" with a full load-out and just dogfight within seconds.
I think the risk-reward balance is what makes games like DayZ popular, because you invest a lot of effort into merely getting to your objective, and building up a plan over time. However, the exact same system will be extremely punishing when you die.
I want to add that, generally speaking, real-life encounters tend to be ambushes, where one side is at a heavy disadvantage and may quickly be wiped out. If you have 20 guys who sat in a troop transport for 10 minutes get ambushed by 2 dudes with a PKM or an RPG, then 20 players have to restart at main again.
ArmA also does not support servers with several hundreds (!) of players, which is just the tip of an iceberg of a large-scale military operation - with a 64 v 64 server, you can't typically establish the necessary security along supply lines, the medical staff, logistics staff, mechanized and motorized infantry to achieve battles of a realistic intensity.
I think that's where multiple spawn areas and mobile spawn points are a thing. That's why Squad uses rallypoints, so that firefights actually last longer and give the impression that there are more soldiers involved in the battle than the mere player count.
These are just some of my thoughts for and against the concept of ultra-realism.
I definitely appreciate the way you worded your opinion, kudos dude!
I agree on your personal view, and i also agree that numbers are making it difficult to see a "real" battlefield size.
Id also agree on having it as an option....but you know what? Id rather the bar start HIGHER, then have options to size it down, than have the opposite happen; Too many games nowdays sacrifice meaningful interactions and gameplay born out of involved mechanics, to just have forgettable brain dead interactions.
Its a shame since there are so many games that do the same thing. Why not have arma be something different?
This idea makes perfect sense and something I would love to see implemented as at least an option as an official game mode. This would make Transport choppers one the most requested and required items.
Imo the 'spawn, fight, die, respawn' meta is due more to the time/distance to combat that exists now rather then a lack of it. On Everon, atleast ime, the bases that are closest to the front usually lack supplies so there is no vehicle spawn or ability to spawn with custom load because 'not enough supplies' so you'll either be walking for minutes trying to find a vehicle or walk longer to reach the next enemy base to get to combat.
Because of the time it takes people inevitably get careless because the want to get to combat as quickly as possible so instead they carelessly walk in the open as streets are usually the direct path, or worse drive the direct path, which then means they get lit up or ambushed,killed then it starts again. I already spend too much time walking because even if I have a vehicle I usually ditch it and go on foot so I have a chance of survival as vehicles are death traps and not just due to enemies but the jankyness of Arma.
Because I don't just walk directly to combat and I'm on foot it takes me longer to get to combat but I usually survive longer which brings up the ammo thing. I usually carry 8-10 mags and 2+ frags in my Chest Rig, 2 TQ, 4 Bandages and a side arm with 2+ mags in my shirt/pants and the reason I organize my gear like that is because I'm constantly running low or out of ammo for my rifle and thus it's easier this way to ditch my rifle and chest rig and pick up enemy rifles and chest rigs (ammo) quickly.
As for the MG thing, imo unless it's against vehicles with AP rounds the belt feds suck as there is no suppression effects in this game. Idk how many times I'm been firing at someone and they turn, stop, a kill you in one or two rounds while I'm deployed on a bipod trying to kill a pixel. They are also heavier, the ammo and how it stores in your kit is clunkier so you have to use a pack which I only ever use the small medical packs or the RPG assistant packs and I only ever store medical items, explosives, or RPG rounds in them.
Alternative middle ground would be, not being able to spawn at frontline bases. The furthest bases of your sides control that are in direct opposition of the next logical capture zone that is held by the enemy faction. So neither side can spawn directly into conflict. This way the frontline still requires support from the surrounding areas. Full simulation vs fun is hard to balance. Because fun is individually subjective. Me personally Single spawn points sounds fun but to keep the player base healthier some compromise is needed.
this makes more sense
Yes yes i’ve been preaching this for a while now this plus having a foxhole like logi system would do wonders for the game. It would really add much needed deliberacy to the gameplay where you actually have to plan out missions.
interesting concept, it would be a nice option
I agree think it would be a good option, there is too much of a arcade feel in my opinion.
Agree 100% my friends and I actually drive 15km+ per conflict game utilising the range of the .50 Jeeps or PK UAZ's as old school Arma lads, we don't mind driving but the new guys will almost always spawn at the front and bum-rush with minimal effort put into their assaults. Understandably a lot of the console guys haven't had much experience with Arma style gameplay so it's hardly any fault of their own but it shows a lot of the time with the spawn waves. Supplies are drained of the forward bases as every 60sec a new jeep is pulled from the closest light vehicle depot with 1-2 guys rushing back in to get killed instantly. I would love to see a single respawn option included in some of the Official Servers too.. I remember playing Arma 1 transporting truckloads of dudes around the map to secure objectives. Would love to see more transport & logistics used in Reforger. I actually enjoy running supplies and transporting people around.. I don't enjoy that the supplies are gone by the time I get back to drop a second load off though because they've been wasted by 1 man jeep assaults LOL
Spawning on radio operator is the most tactical placing it in the most tactical position is critical can be deployed readily.
Back in good dark gru -server days there was practically that Spawn-MOB-only implemented. Fortunately for me that was my first taste of arma reforger after long brake since game's launch. I had so amazing time on those servers like two year ago.
The difference on Spawn-MOB-only and current system (wcs and vanilla) servers today is huge, and not in a good way. So on that regard you're so spot on about the cons of the current system, the overall experience is way better to be only able spawn on MOB.
As you put it, give the option to do that.
Love your feedback. I just hope the devs at BI sees some of it.
Some milsim servers do that. Like you have to spawn in military base x. Building of armory or anything really (besides an antenna) is not allowed in any base but large ones (otherwise kick and removal of building by admin). Transport and armory and assets only available in those large bases.
Yeah that’s why I love squad, you really feel the lack of AT or mortars or whatever if you dont have the logistics to support that. Great idea for reforger
You could probably do this very easily in the workbench
To make this concept work, several aspects would need to be revamped, such as medication mechanics, suppression, gunplay, and more. It’s an interesting idea, though! What are your thoughts on the current state of gunplay? Personally, I feel that it’s the weakest part of the "simulator" shooter right now. For example, the way the character holds the rifle feels off, giving it a retro, 90s arcade vibe. The zig-zag "strafe" combat and the running-and-gunning style also detract from the experience. The weapons feel too light, especially when hip-firing something like an MG-it’s almost effortless. This could be a great topic for your next video!
Can you do a video on the power grid I’ve been seeing other experimentals showing off night time building electricity
Now this is something that could be interesting. However it might create "unwinnable" scenarios as the more you are "winning" (controlling bigger part of the island) - the harder it is to win as every death costs you more (Time) then the losing side. On small maps it would be O.K probably but the bigger you go the worse it becomes.
So instead it would be more interesting if the supplies had to travel instead of just appearing out of nowhere. Because then you have a natural progression and limits to spawns and you can still block off access to resupply and starve out a base that is dug in.
These conflict "layers" should not encompass the entire island. Entropy exists in every system, and as the match progresses and more towns are available for capture/resupply, the team atomizes and loses all sense of cohesion. this is contrast to the beginning of a conflict match, where cohesion and communication is very high due to the friendlies being in proximity to friendlies. i have thought about learning the enfusion workbench in order to create a simplified or "linear" conflict in order to mitigate some of the negative meta emergent behavior I have seen in public servers however I do not have a modder's vigilance. always love listening to your perspective, excited for the future of the game.
I really think this is the way.
Main base spawning only
Yes! Like seriously you have this huge map and bunch of vehicles, having spawn points is so immersion breaking for me. I bet they only made the game this way is to cater to a wider audience because it makes no damn sense.
This would be the perfect game with this sort of mechanic.
Cant you just edit spawn points?
I'm not sure if this would piss players just off unnecessarily... spawning also requires supplies, maybe this should be balanced better.. maybe more expensive. A more strategic driven gameplay would be nice, like in foxhole, where the supply chain makes a huge part of the gameplay, if a front line can be hold or not.
Could just set the respawn timer to 5 minutes, similar result. Personally, I’d like to see a feature where you can only respawn carrying whatever you had when you were killed. So if you were almost out of ammo, then you don’t respawn with a full load again. Also injuries should carry over as well, so if you were severely injured then you still need to find a medic after spawning. Essentially stop the suicide runs when you want to heal or restock ammo.
this should be tested on the smaller conflict modes
It should have a system similar to Squad.
Supplies only for ammunition and another for construction. If there are more than 10 enemies near the radio, the reszpawn should be blocked!
In the upcomming reforger patch. Once you begin taking a town, the enemy can not spawn in the town.
I believe this will immensely speed up games. Either Radio/Command truck usage will become necessary to defend. Or what I fear is players simply won't defend objectives at all.
They will disable respawn when a point is getting captured in the next patch.
Not sure about the supply split.
Love this idea!
People are conditioned to a battlefield playstyle. Its been like that for at least 10 years.
The recipe is: spawn, run forward, see and shoot something, and die whether they get a kill or not. Respawn, rinse and repeat.
The problem is that the same mentality is infecting other genres/games, corroding their mindset from something different, to the same "shoot die respawn".
Arma's awesomeness doesnt come from graphics or cool mechanics (altho it has both), but from the awesome moments you can get from struggling to accomplish objectives, from teamwork and communication sure, BUT ALSO from those boring little moments that you spend loading ammo into a vehicle, securing a base before your wounded are good to go, finding your way around the map and getting lost then having to relearn what/how/who, repairing a vehicle/setting up a trap.....
Its the fun that comes through investment, emotional or physical. The fun that comes through the little things that make up the whole difference.
You dont have that in reforger. You have so many cool mechanics and systems, but almost all of them are underutilized and instead sacrificed in the name of "convenient discardable fun".
I personally want reforger to sober up and cater to the old vibe, the one thats about good old INVESTMENT OF EFFORT gameplay. No need for locking ranks and other arcade bullshit, but relying on investing effort and time to accomplish something.
Fuck bag/truck spawning, fuck magic ammo/medical packs, throw away all those bullshit random gamey arcady boring notions. Take joy in actually using a vehicle but trying to keep it in good condition, using it as a resupply point by actually filling it with ammo/meds. Use it to ferry the dead players to and fro the main base when they respawn.....
I think that you should only spawn on the main obj
Hm interesting idea
I think this would work on arland, not everon, everon is to big
You really should just learn how to use the workbench and implement your own ideas in a custom gamemode, there's plenty of tutorials and documentation for it and you wouldn't have a hard time filling servers to playtest with your TH-cam audience
This idea will never work so long as the good old arma moments exist, things like touching a tree stump going 5mph while checking your map BLOWING UP armored vehicles, no thanks lmao
You have to be going MUCH faster than 5mph, but sure, go off queen
I agree with this 1000% percent
on paper, cool. in reality.. it will never work.
@js1zzle why not?
@@Looking4Mountains well, its not that it wouldn't work it's just more that, imo, it would be unpopular for the majority of the playerbase.
though, arma 3 koth had a nice 'one spawn' system but the game loop is completely different. you'd need an entirely different mode.
Ive actually been talking about this idea with my gf. The way respawns currently works makes me feel like im playing a canon fodder sim, because why not throw myself at the enemy?