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Old 09-11-2011, 03:29 PM   #11
gsg6

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Default Re: Asset Management

I salute any pilot/gunner that delivers such numbers Drakoon!

The crew should actually consist of a squad with pilot, gunner, laser grunt and spotter - to supply optimal efficiency for the team.
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Old 09-11-2011, 03:30 PM   #12
AHamburgler

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Default Re: Asset Management

Ahhhhh i was in that game and when i heard the to guys fighting i just started to crack up.
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Old 09-11-2011, 03:31 PM   #13
galzohar

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Default Re: Asset Management

Possible solution:

Implement a "mission commander". This guy will be voted on, and players can change their vote at any time.

In case of more than 1 person with same number of votes: If one of them is the current commander, he stays the commander. If none of the players with highest number of votes are the current commander, then the one who reached that number of votes first becomes the commander.


The commander should have UI to approve/disapprove any kit requests. Each kit will have 4 options:
- Approve automatically (default)
- SL discretion (as in, give SLs similar UI and if this option is chosen then the SL selection will take place)
- Require approval - When player requests the kit the commander will have to approve the request before he can have the kit.

Additionally, create separate kits for pilots/crewmen for inherently different vehicles (ex: tank kit should be different than brdm or shilka, and apache should be different from merlin), which will both give the commander more control and be more realistic (since merlin pilots probably won't know how to fly an apache).


Of course the mission commander should have more responsibilities, like telling which squad to go where and is overall something that is very much needed.


Obviously abusive mission commanders should be vulnerable to kicks/bans from admins just like any player is.

You don't mess with the Zohar!

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Old 09-11-2011, 03:32 PM   #14
byn124

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Default Re: Asset Management

Quote:
Originally Posted by CaptainX View Post
TBH i think first come first serve is more fair. Only the commander should have the autority to name squads.
A commander in a public server isnt gonna have much authority now is he? Hence the "join-the-properly-named-squad" and make arrangements there would work best.
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Old 09-11-2011, 03:34 PM   #15
galzohar

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Default Re: Asset Management

A commander with proper UI that actually lets him have some control will have all the authority he needs. Then if he doesn't know anyone trust-worthy that can do a role he can just give it to someone, see how he does, and then take it away from him if he thinks he's not doing it right (just like players should be able to vote a different commander if they think the current commander is bad).

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Old 09-11-2011, 04:17 PM   #16
[R-DEV]epoch
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Default Re: Asset Management

Quote:
Originally Posted by Draakon View Post
O RLY?

/shamless plug

Exactly the reason the Apache is in for some SERIOUS nerfing. Way too overpowered.

Something for y'all to look forward to.


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Old 09-11-2011, 04:54 PM   #17
Meza82

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Default Re: Asset Management

this happens in pr bf2 too--happened last night. i made a "APC VOIP" squad in muttrah and took an MTLB (my squad was squad 1 so i made it first). then someone makes a squad 6 or 7 "MTLB" and says i stole his asset. the admins agreed with him not me. the told me to rtb the MTLB. i disagreed with this, alot, but to not have problems i rtb'd the MTLB. my gunner though was very upset and there was a long and funny raging between the "MTLB" squad and my gunner. we made a btr squad and took the btr and had a gg.

this problem in arma2 pr exists also in bf2 pr

Violence is power
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Old 09-11-2011, 11:51 PM   #18
gsg6

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Default Re: Asset Management

Quote:
Originally Posted by [R-DEV]epoch View Post
Exactly the reason the Apache is in for some SERIOUS nerfing. Way too overpowered.

Something for y'all to look forward to.
You can start counting kills for every vehicle hit, there are in most cases 2-6 people onboard. Attack heli's are supposed to be deadly.

The only way to nerf it is to remove it all together, and that would be a shame.
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Old 09-12-2011, 04:48 AM   #19
galzohar

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Default Re: Asset Management

Currently a properly used apache can kill pretty much everyone on the map without giving them any chance to return fire (unless they have a Tunguska, which they currently don't on any missions I've played), or unless they're hiding very very well in which case they cannot move on to capture/defend any objective they're not already at.

Luckily, though, currently the people who grab the apache don't know how to use it and thus either don't get many kills or get shot down quickly - or both!

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Old 09-12-2011, 04:55 AM   #20
[R-DEV]epoch
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Default Re: Asset Management

We did have a Tunguska on Eagle Claw, but it was removed due to a rearm bug (> 20 mins to rearm & no time to investigate a fix).


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