mat552 wrote:And what happens when you get tk'd by accident
Yes there is a risk of accidental teamkills, but the majority of times I see that happening is if people aren't looking at what they're shooting or when trying to say thank you to a medic etc. And I'm not sure how you would manage to accidentally kill a pilot in their (reasonably) protected cockpit.
mat552 wrote:(or on purpose) or are otherwise killed through circumstances beyond your control?
I don't see many intentional teamkills on PR, this is partly down to the community and the small numbers of avaliable servers, people can easily get a bad reputation. People can't pick up pilot kits after they've shot someone who has one, and iirc they get a "watch your fire" message if they try to request one (? not so sure about that). It's not a huge problem currently and I don't see it being a massive problem if this change was made. Bear in mind I'm only proposing 5 minutes for a death which is similar to a civilians spawn time - I don't want to convert this into a civi discussion just highlight the fact that people are willing to play a class even with a long spawn time.
Please tell me any circumstances beyond my control? The only one I can think of is disconnecting and you have to rejoin anyway so that's obsolete. Perhaps from falling off buildings too.
mat552 wrote:Stacking more spawn times onto kits does not work, and simply makes them a larger target. (And much less fun to play)
Spawntimes are one of the only things that some pubbers care about, along with their personal score, many will not care if they lose team tickets on their death so they need a hybrid approach.
Perhaps 5/10 minutes is a little extreme, but accidental teamkills are rare and intentional teamkilling is quite difficult to do once you're in the air. (They could try shooting you but you can turn around, and I've had someone fire a lat at me whilst I was landing and it didn't kill me). People could try and get around it by leaving and joining again but I should imagine that would be a lot of hassle.
google wrote:However, as Rudd said, introducing a system that forces the team to rescue pilots due to the cost of tickets is not the answer.
I don't think that my approach would force people to try and rescue pilots. By putting part on the vehicle and part on the pilot you don't lose much if you don't try to save the pilots, the pilots have incentive to survive but it's not paramount to victory. But by fighting over the pilots you get something to do in the spare time and also a means for collecting intel for caches. This means any pilot saved is good for the team, but if you don't save the pilots you're in the same position as you are currently.