project reality header
Go Back   Project Reality Forums > PR:ARMA2 Mod Forums > PR:ARMA2 Suggestions
19 Jun 2013, 00:00:00 (PRT)
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
PR:ARMA2 Suggestions Suggestions from our community members for PR:ARMA2.

Contact Support Team Frequently Asked Questions Register today!

Reply
 
LinkBack Thread Tools Display Modes
Old 03-29-2011, 11:00 AM   #21
snotmaster0
Default Re: Lock the car

How about this, instead of locking vehicles to a squad, how about to a type of squad? For example, a squad leader can "register" his squad as being an armored squad. The squad members would then only be allowed into the drivers position of tanks and tank support vehicles. Other squads not registered as armor can only get in positions other than driver and gunner, which allows infantry squads to get in apcs but not steal it.

A squad can only change its registration when the SL is at main base. This would help cut down on people joining a squad just to request a crewman (or worse pilot) kit and then ramboing. It would also encourage specialization and therefore inter-squad cooperation.

For infantry squads I would allow locking vehicles outside of main that are within a certain distance from the squad. That way if a squad wants to jump into a jeep (since they can't take an apc) and drive it somewhere for support they can, but if they abandon it they lose their lock on it. I say outside of main since that way its more difficult to grief because that way one person can't just run around to every transport in base and lock them, they have to take the vehicle out of the main.

I hope that would address some of the concerns brought up by Dackery, although I'm sure he'll find plenty of flaws with this plan.
snotmaster0 is offline Reply With Quote
Old 03-29-2011, 01:15 PM   #22
Bob of Mage
Default Re: Lock the car

I would guess that someone higher up the chain of command could unlock vehicles. To make things easier for admins a list of who has what locked would be useful.
Bob of Mage is offline Reply With Quote
Old 03-29-2011, 04:32 PM   #23
goguapsy

goguapsy's Avatar
Default Re: Lock the car

snotmaster0 that makes sense.

I'd go with pre-made squads, though - ie. there is already a jet or chopper squad, to prevent people from creating and locking a squad.

Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple!
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.



To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[/CENTER]
goguapsy is offline Reply With Quote
Old 03-29-2011, 09:32 PM   #24
[R-DEV]wormeaten
PR:A3 Developer

[R-DEV]wormeaten's Avatar
Default Re: Lock the car

Interesting discussion lads.

We right now working on something little different but end results should be similar to your wishes.

Vehicles will be locked for opposing side automatically only transport one like UAZ HUMMVE or LANDROVER will be unlock for all.
Also armoured vehicles or planes and choppers could be operate only with crewman or pilot also number of pilot or crewman class will be limited according of number of players in general so ther will be always about 70% of infantry.

Also to encourage people to not drive directly to the action with it and than just leave it counting on re-spawn. So if it is human present near vehicle it will block re-spawn so if you can using it again. If you want it to be abandoned and re-spawn you have to leave it on side where you don't expect human present so vehicle could re-spawn normal.

If your side don't use vehicles in that way your will be soon out of the transport possibilities what will slow down your movement and you could give enemy significant advantage.

For deal with it you will have two solutions. First you can simply destroy your vehicles what will coses some ticket bleed but will get you back in action. Solution two salvage damaged vehicles by repairing it and drive it back out of the zone of action somewhere without human present.

When I saying human that means enemy present will block your vehicle too. In that way using vehicles start to be strategic point not just transport issues and you have to take care of your assets like in RL.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]wormeaten is offline Reply With Quote
Old 03-29-2011, 11:19 PM   #25
TomDackery

TomDackery's Avatar
Default Re: Lock the car

So sosososo you'll have to recapture ground and recover vehicles in order to get them back? Mmmmmm
TomDackery is offline Reply With Quote
Old 03-30-2011, 01:47 PM   #26
galzohar

galzohar's Avatar
Default Re: Lock the car

How about making abandoned vehicles remain, and after they are left untouched for long enough, you get an option at the base to make that vehicle respawn at the cost of tickets equal to the cost of having it destroyed and respawned.

As for enemy stealing vehicles, there will really always be a problem with that mixed with vehicle respawns, because after all losing a vehicle to enemy is worse than having the vehicle destroyed even without any respawn-related considerations, and disabling the respawn of stolen vehicle until the enemy abandons it too can make it much worse and even lead to exploits (do your best to steal vehicles and put them back at your base and make sure they never respawn so enemy team doesn't have enough transportation available). Sure you can say that you shouldn't let the enemy steal your vehicles, but inevitably you will lose some firefights, die, and your vehicle will be left behind for the enemy to steal, especially if it's a transport vehicle.
galzohar is offline Reply With Quote
Old 03-31-2011, 08:33 AM   #27
[R-DEV]wormeaten
PR:A3 Developer

[R-DEV]wormeaten's Avatar
Default Re: Lock the car

Idea is still WIP and we have to think on such possibilities. Maybe in the end to prevent such possibilities all vehicles will be locked to opposing side like in Bf2PR but the present of enemy soldiers in radius of 100m from vehicle will blocking re-spawn. So opposing side have also two solution block vehicle with present in 100m radius or destroy vehicle which will coses some ticket loose.

Numbers of vehicles will be also depend on number of players in general so for example some if we have less than 40players in general no tanks at all with more than 40 1 tank per side more than 60 2 tanks per side and more than 80 3 tanks per side. also some assets will be possible to re spawn limited time per round so for example we could have some attacking chopper available to re-spawn only 4 times in the round so if you wasted your asset too soon you can stay without air support to the end of the round.

Just shortly we bring whole new level of using your assets in PRAA.
PR is moving boundaries again. I will just give you this much to teasing you a little and stimulate your imagination.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
[R-DEV]wormeaten is offline Reply With Quote
Old 03-31-2011, 02:31 PM   #28
galzohar

galzohar's Avatar
Default Re: Lock the car

As long as we don't get stuck in the base because our squad got wiped out while our transport was left in the field right next to the enemies that wiped us out.
galzohar is offline Reply With Quote
Old 03-31-2011, 04:38 PM   #29
Arcturus_Shielder

Arcturus_Shielder's Avatar
Default Re: Lock the car

I like that rule. In the future it will have such a tremendous impact at first, that the highest ranked members of the respective clan will have to promote teamwork (or so I expect) to avoid very unbalanced rounds. This will also be reflected by the admins strictness and commander's coordination. Something that we don't have to worry about in a few servers in PR though.

In AAS mode I think stealing from point A to B and then hide the vehicle under that 100 m radius would sound like the best strategy to follow. INS side though, it's almost certain that they will wait for someone to pick it up and then ambush, whether through a mine, gunfire or IED. The vehicle will always be lost by the hands of that faction or at least that's the way I see it.

Nevertheless, it's the squad's fault for not coordinating their movement with others. If did things right and it was all bad luck, then I'm pretty sure the closest friendly would drive that away from the hot zone.

As for armored vehicles, any chance of retrieving it will fail. In these cases there's no other option than blowing it up through mortars, arty, etc. Same thing as above, lack of teamwork or competence = loss of tickets.
Arcturus_Shielder is offline
Last edited by Arcturus_Shielder; 03-31-2011 at 04:44 PM..
Reply With Quote
Old 03-31-2011, 05:02 PM   #30
galzohar

galzohar's Avatar
Default Re: Lock the car

Coordinate or not, if you get killed, you lost tickets for getting killed and waited for the respawn timers, so I think that's enough. You shouldn't also have to push your way on foot back to re-capturing your vehicle, especially not if the distance is large, and especially not when you consider that it's actually possible you'll get wiped again before even taking that vehicle back and have to walk all that way again.

Vehicle respawn rules are very tricky business.
galzohar is offline Reply With Quote
Reply


Tags
car, lock
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 11:21 PM.


Powered by: vBulletin. ©vBulletin Solutions, Inc.
Search Engine Optimization by vBSEO 3.6.1
All Content Copyright ©2004 - 2012, Project Reality.