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Old 09-28-2009, 08:01 PM   #31
Colonelcool125

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Default Re: the armed pilot, new solution (afaik)

Quote:
Originally Posted by [R-DEV]CodeRedFox View Post
Its been answered
Uh, link?


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Old 09-28-2009, 08:13 PM   #32
CodeRedFox
Retired PR Developer

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Default Re: the armed pilot, new solution (afaik)

Look for any "Pilot need guns" thread. Should get one for each week.



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Old 09-28-2009, 08:39 PM   #33
Nemus
Default Re: the armed pilot, new solution (afaik)

I think I found one:

http://www.realitymod.com/forum/f18-...tml#post974344

(And actually its the one which conviced me for this matter )
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Old 09-28-2009, 08:53 PM   #34
badmojo420
Supporting Member
Default Re: the armed pilot, new solution (afaik)

Good suggestion Rudd. They could even just enable crewman kit requesting off helicopters.
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Old 09-28-2009, 09:04 PM   #35
Gosu-Rizzle

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Default Re: the armed pilot, new solution (afaik)

I appriciate the argument from the thread in the link. (The short of it is that the pilot should NEVER engage in combat and just let his teammates cover him) But i still dont see why you cant give the pilots (without parachuts) a pistol. Just let him have like 1 or 2 mags, that will surely make him think twice about engaging anything. I mean, there are lots of cases where the enemy will be closer then the friends trying to help you.. The hostiles WILL see you going down, and if they know you have absolutly nothing to deffend yourself with, untill help arrives, they dont even have to be carefull... they can just charge in and knife you

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Old 09-28-2009, 10:00 PM   #36
[R-MOD]Mongolian_dude
Forum Moderator & Tester
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Default Re: the armed pilot, new solution (afaik)

I feel that this over complicates things in terms of kits. Having two pilot kits, especially for new players would not appear very apparent, even to those who would read the manual. Also, it is especially hard to find the time to request a kit from an aircraft, when your meant to be creating distance between you and the heap of smouldering metal thats pissing jet-fuel.


----
I think a better method would be to drastically increase the pilots spawn time after death.
Now jumping into the fray is cost-ineffective for players, as they will then be forced to wait a long time to re spawn. There would be greater consequences for the pilot who goes down with his bird, or the '1337 paratrooper'; giving players the incentive to bail out and not just accept the doom of a failing warbird.

Then, it would make sense to arm pilots, as the weapon now really are their last ditch hope of making it out from enemy lines. Escape and Evasion would be preferable, as the risk of being discovered and hunted after firing is very high and should only be done when totally necessary.

Going down with your ship= 00:02:10
Capture and execution= 00:01:30

Team-kills of a pilot not mounted in a vehicle results in= 00:00:40 for the pilot
And an additional 00:01:00 for his killer, on death, to prevent escape of penalty through TKing; as well as reduce the impact of trouble-makers intentionally TKing to inflict larger spawn times on others

The TKing of two pilots within 3 minutes would result in an auto-suicide of the culprit and a 00:04:00 minute spawn time, to arrest those intentionally killing pilots are a carrier/airfield and allowing admins sufficient time to deal with them.

With such high risks involved, perhaps even a Personal Defence Weapon is justifiable for the pilot's inventory.
Additionally, it may also discourage those players who make it hard for their team by flying aircraft, simply because there are aircraft available and not because they are useful at that point.


...mongol...

"A mind is like a parachute. It doesn't work if it is not open." - Frank Zappa

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Last edited by [R-MOD]Mongolian_dude; 09-28-2009 at 10:08 PM..
Old 09-28-2009, 11:05 PM   #37
Silly_Savage
Deputy Lead Tester (US)

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Default Re: the armed pilot, new solution (afaik)

Quote:
Originally Posted by [R-MOD]Mongolian_dude View Post
I feel that this over complicates things in terms of kits. Having two pilot kits, especially for new players would not appear very apparent, even to those who would read the manual. Also, it is especially hard to find the time to request a kit from an aircraft, when your meant to be creating distance between you and the heap of smouldering metal thats pissing jet-fuel.


----
I think a better method would be to drastically increase the pilots spawn time after death.
Now jumping into the fray is cost-ineffective for players, as they will then be forced to wait a long time to re spawn. There would be greater consequences for the pilot who goes down with his bird, or the '1337 paratrooper'; giving players the incentive to bail out and not just accept the doom of a failing warbird.

Then, it would make sense to arm pilots, as the weapon now really are their last ditch hope of making it out from enemy lines. Escape and Evasion would be preferable, as the risk of being discovered and hunted after firing is very high and should only be done when totally necessary.

Going down with your ship= 00:02:10
Capture and execution= 00:01:30

Team-kills of a pilot not mounted in a vehicle results in= 00:00:40 for the pilot
And an additional 00:01:00 for his killer, on death, to prevent escape of penalty through TKing; as well as reduce the impact of trouble-makers intentionally TKing to inflict larger spawn times on others

The TKing of two pilots within 3 minutes would result in an auto-suicide of the culprit and a 00:04:00 minute spawn time, to arrest those intentionally killing pilots are a carrier/airfield and allowing admins sufficient time to deal with them.

With such high risks involved, perhaps even a Personal Defence Weapon is justifiable for the pilot's inventory.
Additionally, it may also discourage those players who make it hard for their team by flying aircraft, simply because there are aircraft available and not because they are useful at that point.


...mongol...


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Old 09-28-2009, 11:10 PM   #38
Konfusion2113

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Default Re: the armed pilot, new solution (afaik)

a pilot could have a system similar to a civi with hands up, and the enemy will be charged with negative points for killing him.


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Old 09-28-2009, 11:18 PM   #39
Hoboknighter
Default Re: the armed pilot, new solution (afaik)

Here's a much better idea: remove the pilot kit and make every heavy vehicle require a crewman kit (or at least heli's, jets could still pilot I guess). No more chutes, no more paratrooper problem. If the heli pilot crash lands and survives, he gets his gun, but no one can bail out now from 600 feet.
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Old 09-28-2009, 11:56 PM   #40
Nemus
Default Re: the armed pilot, new solution (afaik)

Mongol has some good points but I think the long respawn times will be good for net surfing and not for player's behavior. But I agree that when you crash its hard to find the time for a kit request.

Except this I think that Budd's idea is very good and worths some testing.

One more solution could be to restrict pilot kits requests to once per player.
You lost your pilot kit? You cant request an other for the rest of the round.
This way we can give to pilots a pistol with one clip.

You killed an enemy and picked up his kit? Good work. But you can't fly anymore.

You died? Bad luck. Let somebody else to try. Many people wants to fly you know.

Someone picks up a kit for you and "sacrifies" his turn? Well somebody likes you. You are a known or a good pilot (or you play with a friend) You deserve one more try.

You dont want to be a ground trooper and you want only to fly? I think you picked up a wrong game.
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