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Old 03-19-2011, 03:47 PM   #11
galzohar

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Default Re: Lock the car

Yeah rather than trying to simulate some physical lock, just simulate a "you're ordered to not use this vehicle", and of course the leader of the group owning the vehicle can reverse that order at any time. Of course we'll still have numpty squad leaders who don't "free" the vehicle when they get wiped. Should probably allow the overall mission commander to override those lock/unlock commands.
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Old 03-19-2011, 08:56 PM   #12
XXLpeanuts

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Default Re: Lock the car

The chances are if a squad gets wiped out, the vehicle is either destroyed too, or too near the enemy position to be recoverable any time soon so that wouldnt be too much of a problem, but yea the squad ownership is probably better and dooable, if the PR guys are implimenting their own squad system will be interesting to see how that will work


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Old 03-19-2011, 09:18 PM   #13
SGT.Ice

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Default Re: Lock the car

Off topic, but in the case of locking to a side for light transport land vehicles should not be in game


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Old 03-20-2011, 01:29 AM   #14
goguapsy

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Default Re: Lock the car

Quote:
Originally Posted by SGT.Ice View Post
Off topic, but in the case of locking to a side for light transport land vehicles should not be in game
WHaaa?

I suppose you are talking about side-locks, right? Ie. A team cannot use Light Vehicles (cars) from the opposing team, right? Well, somebody said something about allowing the insurgents to "hotwire" the vehicles.

But I have never seen nor heard of BLUFOR soldiers using insurgent vehicles as a transport (just the SPG-9 from a technical, and they were Delta...), and the other way around. I am just saying perhaps it is not the most realistic thing to be able to use either team's cars... I mean, I don't think the BLUFOR would ever use an enemy/civilian car. Might be bobby-trapped?

Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple!
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Old 03-22-2011, 10:56 AM   #15
Bob of Mage
Default Re: Lock the car

Also I think the laws of war say you can't just steal an enemy vehicle and put it into use right away. I think you need to repaint it with your faction's markings easy to see. As well it really helps cut down on friendly fire.
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Old 03-22-2011, 04:45 PM   #16
galzohar

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Default Re: Lock the car

Well if you want to get friendly fired on that's your problem.

Usually though any vehicle that is actually useful - You will not have the training to use. Not to mention you will never find it abandoned in the field. Stealing enemy tanks and stuff only happens in the world of Arma where some missions (*cough* respawn* cough) encourage people to go and take a tank by themselves and then dismount somewhere leaving it behind...
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Old 03-27-2011, 12:57 AM   #17
SGT.Ice

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Default Re: Lock the car

Well a civilian car would be useful


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Old 03-28-2011, 03:17 PM   #18
Bob of Mage
Default Re: Lock the car

In large scale armoured combat there are many opportunities for armour or even jeeps to be captured. It's usally either when a base (FOB, outpost whatever) get overrun or a if crew is forced to abandon their vehicle while it's still salvageable (it's stuck in a ditch). Good example is a German sub that was captured intact by the British in WWII. This was the only case, but it shows that while it is rare, it's a real world issue for armies.

NOTE: The sub was sunk so the Germans wouldn't find out that the com gear had been captured.

Now that I think about it, it would be a great option to be able to capture enemy vehicles for intel points. Of course they would need some kind of comm gear, but it would make people want to destroy gear rather then leave it sitting in the middle of nowhere.
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Old 03-29-2011, 04:12 AM   #19
TomDackery

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Default Re: Lock the car

This whole lock thing sounds like a trap. Whats to stop a griefer and his buddies to hop on the server, and lock all the vehicles at the base for their squads use? No one's even thought to address that yet. Sure, you could set it so a squad can only lock one vehicle at a time, but what if that squad is too large for a single vehicle? I mean, we don't even know the max size per squad/group they are thinking of in PR. How will it be structured? Blah blah blah. Also, what do you mean by leader? Like a commander? Maaaaybe like an admin instead? One admin can't do all that, and asking an admin to sit on RCON all day is a boring job. What do?
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Old 03-29-2011, 07:55 AM   #20
jakob1493

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Default Re: Lock the car

i have a better idea...

if a guy really steals a vehicle let him kick from the server because if he do this he isn't a teamplayer... and PR needs teamplayer!

it's the same with TKs... you don't disable friendly fire but if a guy makes an intended teamkill you kick/ban him...


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Last edited by jakob1493; 03-29-2011 at 09:27 AM..
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