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View Poll Results: What should happen after a car gets TK'd by a friendly mine ?
The "owner" of the mine should be punished (current system). 9 4.97%
The driver of the vehicle should be punsihed. 54 29.83%
It's fault of both - both should be punished. 31 17.13%
It's no one's fault - no one should be punished. 76 41.99%
None of above. I think that ... 11 6.08%
Voters: 181. You may not vote on this poll

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Old 12-02-2007, 02:41 PM   #21
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[DVB] Avalon.ca's Avatar
Quote:
Originally Posted by brummy.uk View Post
And if you actually get a system where the driver gets punished there will be smacktards mining assets for 'fun'.


well those indiviuals would end up weeding thems selves out of any reputable server weather this system is active or not. as it stands now all these "smacktards" are doing is losing valuable assest for the team and crying about how it was the engineers fault that he didn't see the big warning symbol. and punishing the said player for something that was intirely their own fault.

I think if a system like this was to be implamented folks would take better care of thier vehicles a little better than what is happening currnetly.

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Old 12-02-2007, 04:00 PM   #22

DarkTalon's Avatar
maybe this deserves it's own thread, but i would like to see different types of mines, like anti-tank mines, that arn't triggered when a little Fiat or dirtbike gently rolls over it, but when a warrior crawls over it, it won't be farming insurgents much longer.

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Old 12-02-2007, 09:42 PM   #23

S.P.C-[Reality]-'s Avatar
its no ones fault!! shit happens!!!

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Old 12-03-2007, 07:51 PM   #24

Gyberg's Avatar
punish both..... makes the engineers think about where they place the mines (not under friendly vehicles) and forces the driver of the vehicle to stay focused....


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Old 12-04-2007, 01:23 PM   #25

Billy_Crook_Foot's Avatar
I voted for punish neither.

I like to plant mines and I try to do it places that are hard for a driver to spot - blind corners, just below the crest of a hill etc. I rarely place one in an obvious spot - like a bottle neck or flag entrance.

I guess I do probably hit the occassional friendly, but hey, it's regrettable. I don't believe in punishing the engineer - he is out there to bag a bad guy by thinking cleverly. I don't think punishing the driver is a good idea either - the driver and his/her passengers have already been ripped off with a respawn delay and the loss of a potentially round winning vehicle.

Brummy is definitely correct about only punishing the driver - you'll have w*nkers all over the place mining the main base and getting away with it when the admins aren't around.

I think engineers should be allowed to play to the best of their ability - there is a big red skull to notice. Accidental TKs are very unfortunate but it might be better to stop the blame game.

I don't get too hung up on punished TKs anyway - you say sorry and play on. Silly little points don't mean squat...
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Old 12-05-2007, 01:23 PM   #26
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AnRK's Avatar
Quote:
Originally Posted by Gyberg View Post
punish both..... makes the engineers think about where they place the mines (not under friendly vehicles) and forces the driver of the vehicle to stay focused....
This kinda thing though neglects, for one, engineers who make it VERY clear when they've mined an area; told the commander, all chatted etc, and also the fact that drivers get in accidents for all sorts of reasons, the least accountable being lag issues. Why should people be punished for accidentally killing themselves at all for that matter?

If it's a continuous thing, perhaps make it so it puts extra seconds on the spawn timer, like it does now for normal deaths, but to a slightly harsher extent - maybe 5-10 seconds for each suicidal death - to cover people acting stupidly. This kinda punishment should only be handed out for repeat offenders though, because I don't see why people deserve it otherwise.

As for the mines thing it's in the same boat as any punishing, there are too many stuck up, elitist, arrogant $^&&s that play this game for people to use the system properly anyway. When that problem fades then stuff like this won't be an issue anyway.
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Old 12-05-2007, 05:56 PM   #27
PR Coder Team

[R-DEV]CAS_117's Avatar
Leave the punishing system as it is. People would just use it as a way to Tk for vehicles if you removed the punishment system. Now punishing the DRIVER? I won't even respond to that.



One is none. Two is one.
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Old 12-05-2007, 08:11 PM   #28

milsims.blogspot.com's Avatar
I still think as I did in the other thread that it's just as much the responsibility for the engineer to lay mines in a friendly manor. If you mine a road then leave a channel for friendlies to see. If an enemy is going to hit the mine they will hit it because they did not see it so they will not see the channel either. I always do that and rarely get an 'accident' occur. There is an art to placing mines, C4, claymores as much as there is an 'art' to seeing and avoiding them.

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Old 08-16-2008, 09:06 PM   #29

KkarlArsch's Avatar
Re: Mine teamkill system

Althoug I read the DEV's statement about the punish-system in the upcoming version, I'd like to make a small suggestion.
FH2 somehow coded a system that allows you to only get half the punishment points for a friendly driving over your mines when you've put a mine marker (little flag) in a 10m radius around that mine.

Since we also have a mine indicator (big red skull on the map) in PR we could try to create a similar system. Maybe have a 40m radius around that skull in which any of that mine wont get you a TK at all, but rather letting the driver die/blow up like doing a suicide.
If the engineer is too lazy to put one of those very important markers, he deserves the teamkill - if he did put one but someone drives right into his minefield, he shouldnt be punished for s.o.'s stupidity.

(on a round of Fools Road today, I had one of my squadmembers putting mines at the east road entrance right at the Hilltop. He put all 8 mines on a 10m line and perfectly cut off that passage - yet after a while a technical drove right into those mines giving him 2 punished TKs. They must have seen the mines since those 8 (!) mines in a row must have looked like a parade of sunburned skulls... Alright, my squadmember didnt leave no space for friendly vehicles to come through, but in my opinion making sure no APCs can come in is more important than to let one of our 20 technicals leave the flag.)

Just my 2 cents.

This reminds me of the communication you've got in your squad while being the leader: Where'r you goin'?
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Old 08-16-2008, 09:16 PM   #30

Cyrax-Sektor's Avatar
Re: Mine teamkill system

I've noticed that sometimes the giant red skull marker doesn't show up on the map no matter how you place it after placing the first marker. Hope this is adjusted in .8.

You can say it could be spammed, but any feature of the game can be spammed. This way you're not cutting off the arm of the innocent engineer merrily placing mines. Or maybe it's just a bug with the marker deal . . .

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