There will be a few alterations made, however, they will all revolve around one primary change: the removal of Rally Point spawning. We are well aware that the mere thought of this change may scare a lot of you, but we must insist that everyone understands nothing here is written in stone. We want to find out the exact effect this will have on gameplay, and a public test is the best approach.
There are multiple reasons as to why we would like to experience PR without Rally Points:
- RPs enable squads with little or no cohesion to continue to have a presence in battle, even when their presence near their RP is hampering the rest of the teams objectives. This means that you often see squads doing their own thing, instead of working as a team, towards the same objectives.
- For many arcade orientated players, RPs provide a quick and easy way to play PR with almost no thought towards tactics. Spawn in, point straight at where the bad guys will be, sprint towards bad guys, shoot, die, rinse and repeat. With this, squad members often just "trickle" off the RP one by one, instead of working with their squad as one unit.
- As opposed to the original intention of being a metaphor to their real life counterparts (a squad regroup point), RPs are frequently used as a "siege weapon" that "launches" troops at an objective in 30 second intervals. In many cases, this overwhelms even the most formidable defenders and makes the role of "defence" itself, unappealing.
- RPs greatly diminish the role of both squad and squad reinforcement transportation. There are countless PR players who thrive on ferrying troops to and from objectives. Whether it's a "TRANS APC" or "TRANS HELO" squad, these types of players deserve a more important role in PR.
- Removed Rally Point spawning.
- Lowered the spawn penalty for death by 25% (maximum of 45 seconds instead of 60 seconds).
- Raised the maximum number of Forward Outposts available from 4 to 5.
- Forward Outposts can now be built with one supply crate instead of two (all other deployables still need two).
We really encourage everyone to give it a thoughtful try, and think about the overall team benefits listed above. Also think of ways your gameplay will need to change for this to work, and how you can help others, especially with land transport. Always have a medic in your squad, and keep him alive, as he can keep your squad alive.
You can try out these changes by joining the following participating servers:
- Tactical Gamer - North America
- Tactics & Teamwork - UK
- GSA - BigD - Australia
We would like to encourage all our players to try and join these servers during the month of November, and report their feedback in the appropriate forum.
Edit: And please when giving feedback in the aforementioned thread, make it factual while describing the good and bad points you've experienced with this change. All other posts will be deleted to keep this up to point. Thank you.
- The Project Reality Team