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Old 06-20-2008, 08:59 AM   #21
[R-CON]Tomato-Rifle
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Default Re: Solutions to players teamkilling and destroying base-assets.

I don't like 3, 4, and 5

Not that i single seat alot it just that it can be useful in some situation


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Old 06-20-2008, 11:58 AM   #22
ostupidman
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Default Re: Solutions to players teamkilling and destroying base-assets.

Like I said in another topic....what if an enemy squad is over running your rally and a friendly apc spots them and takes them out. Your rally shouldn't be able to stand up to apc fire. We are taking away the realism for a pretty limited problem. I have never personally had a problem with friendlies knifing a rally. Part of real combat is knowing what you are shooting and what is beyond it, now punishment for destroying it..that's a different thing.

Heck no to console command for IP's. You don't need my IP and I don't need yours.
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Old 06-20-2008, 12:17 PM   #23
NickO

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Default Re: Solutions to players teamkilling and destroying base-assets.

About point 3. There are very many times when you and your crewman spawn on the wrong spawns or just different ones. IMO you should only be able to drive the asset alone but the turret is unmovable until there are 2 players in the asset.


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When ever you make a post the thread becomes awesome NickO, but that is beside the point.
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NickO, I'll take a plane, fly to Sweden and personally ban you from the Internet.
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Old 06-20-2008, 12:38 PM   #24
pureperversions
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Default Re: Solutions to players teamkilling and destroying base-assets.

as nick0 said about vehicles they should be drivable but weapon systems unworkable unless two people in there

as for asset destruction there should be way to stop them being damaged by friendly fire rather than punishment for the destruction, if there is any enemy vehicle next to your rp or bunker and you destroy it with a at to stop it taking out the asset, the secondary vehicle explosion can be be classed as you destroying the asset and bang your kicked,

It bad enough at moment worrying every time i put a mine down how long till some team mate drives over it and everyone instant punishes

C'est magnifique, mais ce n'est pas la guerre. C'est de la folie
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Old 06-20-2008, 01:02 PM   #25
Symplify

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Default Re: Solutions to players teamkilling and destroying base-assets.

3. There's a problem there. What if, say, the driver/gunner accidentally hits "E", or gets out to do something, and is then killed? That tank which, by your system, is unusable by just one guy, is now stuck where it was, gunner or driver alone inside. What if, in Kashan, a driver goes to switch from reverse to forward, but hits "E"? Well, now that tank and gunner and stuck in the middle of the desert, unusable.

5. Perhaps a slight run distance increase. I only say this because the team leader should be someone who can lead by example, running longer than his men, and someone who should motivate and drive his men to keep going, and to push themselves. But you're not gonna gain superpowers because you have a great sergeant.


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Old 06-20-2008, 01:37 PM   #26
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Default Re: Solutions to players teamkilling and destroying base-assets.

I agree exept with 3 and 5

3) Players can left in the middle of the game or be disconected and the friend in the tank can become alone AND he will have problems to bring the tank back to the base to get another friend.


5) nah, I just didnt like.

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Old 06-21-2008, 07:41 AM   #27
Darkeye[NL]

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I think for suggestion 3, when you singleman a tank you CAN drive it, but you just can't gun it. This way it works out for the people who stay in the tank after his friend accidentally bailed out.
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