Hey guys, I know this subject has been debated (several times), but I just wanted to see what anyone else thinks with a few different views thrown into the equation. Over the last few months I've been starting to really see and understand the different types of dps, and the different types of styles of play. I've played pub-Surv games, recruit-nm, pretty much like everyone else has and there are actually 2 subjects I would like for some of us to think about, both may or may not effect you at all, but they do affect many players. Please enter this thread with an open mind because many of us are "vets" or players with some degree of gameplay experience. 1. Recruit mode: It's pretty tough a lot of the time. I've noticed that the game type that's supposed to be for new players, which is a great thing, is often changed by "vet" players, or players with a large amount of xp (and of course rating). While I don't consider this a bad thing, even though it ups the difficulty, the more experienced players should help and guide the new recruits in surviving. Well, we all know it doesn't happen this way, and far too often I see new recruits slaughtered while the vets keep moving on. Of course, this great game IS in fact supposed to be challenging, I'd like to propose a couple things and get some feedback. - First of which, I'd like to propose no matter what level of xp, or rating, a recruit mode game (game which at least 1 player has less than 500xp) is a universal difficulty no matter what. -Second, that difficulty is slighty lowered (not for the vets, for the recruits). The reason for this is to give recruits especially first time players a better chance to experience notd in all its glory, also to retain more players, if someone dies in the first 5 minutes of a game due to overwhelming odds , and its happened 2 or 3 times what are the chances they are going to stay and become better players? If people want a super hard game mode, organize a vet or nm game, but creating a difficult environment for beginners may need a critical rethink, if birds going to gain and retain new players. Solution: its kinda hard to say without feedback, and input from others who really play pubs and see what happens to those poor guys and gals. I see plenty of vets in games and not till about a week ago did I see any really guide them. I wish i remembered the guys name but he had a little over 60k xp and he literally kept the entire team alive, 3 of which were brand new players. That was probably the only pub I had seen someone guide from begining to end in a pub, plenty of times in vet games, but not too much otherwise. Sub-topic: if a player has less than 500xp and is killed before the dropship, would creating a mini-marine at dropship site be a good idea? Pro1: when the new guy asks "do I respawn" you can say yes but not for 10 or 15 min if you wanna wait, as opposed to "not for an hour or so" or "not till you earn 500xp, just 499 to go" Pro2: it would give more incentive for players to appropriately drop flares during the correct time, especially now with the ammo glitch vets in pubs may not be showing recruits the importance of the dropship. Pro3: obviously the recruit won't feel left out and have negative feelings for being new. Con1: ? I suppose if someone forgets a flare the recruit could get overwhelmed by any crowds still wandering, thus contradicting the purpose of the mini drop. Con2: dps without ammo, making the game easier (although no abilities should balance out , at least some) On another note for games begining with small teams(~6 or less): Is like to revisit the idea of an AI mini starting with ec company (similar to alpha) If the team is "small". Especially for two reasons; 1. They will not normally live past ere1, so there most usefullness will be during crowds early on, but helps to ensure players get sufficient levels and to be self sufficient. 2. More often than not people who start the game early (without full house) are people who aren't as experienced and could really use the extra help of a mini, especially if its first order was to defeat ghoul wave then proceed to epsilon for download as opposed to just escort teamates with flee/return behavior (normal AI micro). 3. Even though the game scales for smaller teams, it also means the teams dps is significantly lowered, losing a combat rifleman or either of the marksmen, arms assault, demo, really losing any unit except medic or recon means major drop in dps, and I sincerely doubt a mini can be equated to a thinking player with 9 combat abilities. Con: takes a little extra work to fit into map with other matters already existing Con2: If recruit mode is made easier due to suggestion 1 ^^^ then in fact this may add a slight edge to the friendly forces, yet recruit mode is for recruits so personally I don't have a problem with it, and it still doesn't equate to a crofl,assarms,or others. Con3: oh those damn soloists.. So thanks for your time, I'm open to any suggestions or complaints, and I really would like to keep this civil. Comments plz [hr] Gramar Nazi * paragraph 3, last sentance, birds is supposed to be notd, I think. Dam auto spell.