Another take on these pilot capture scenarios.

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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Another take on these pilot capture scenarios.

Post by Rudd »

I don't think its been talked about in this way before so bear with me.

What is needed is the cache dynamic.

A special pilot kit spawns in the exact same way as caches do on Insurgency.

So you need intel etc, all that jazz to find 'the pilot's' location.

You get the marker, you know where the pilot kit is within 150m accuracy.

Then, to simulate rescue, som1 has to pick up the pilot kit and be returned to main.

Now the problems are that if the pilot gets shot, whats to stop som1 else picking up the kit? or can it be made so that the pilot kit only expires after its been picked up by blufor? Also, what if the pilot gets revived? I think making it so the person holding the pilot kit is dead dead after 30seconds would prevent any problems in that regard. If teh pilot dies, the opfor gain 1 point, if th pilot is rescued, blufor gain 1 point. First to 15points wins.

If opfor tries picking up the kit canit be made so that it doesnt expire but the guy trying to pick it up gets killed? (like if they Tked a cache)

In this mode the INS would only get kits from there main (but there would be more since they don't have caches) and would use the mobile resupply vehicle Fuzzhead as mentioned that is coming in Sangin.

This should give a unique challenge to blufor, since one thing I dislike about it is sometimes Blufor attack caches, knowing they'll get the cache but will die in the attempt. This mode would require you to plan to get out...not just in.
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arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Another take on these pilot capture scenarios.

Post by arjan »

Would be a nice addition, and with some better thinking it could be made better.

You could also expand it like;
1; (like you said)Pilot has been shot down, BLUFOR has to evacuate them
2; Group of ambushed soldiers are captured and need to be evacuated.

and so on, though their should be abit more thinking how to improve gameplay.
But this is a quite good rough idea.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Another take on these pilot capture scenarios.

Post by Arnoldio »

THis all falls under OBjective Gamemode stuff...pilot rescues are one way of doing it...
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arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Another take on these pilot capture scenarios.

Post by arjan »

How do you know?
sources?
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Another take on these pilot capture scenarios.

Post by Rudd »

ChizNizzle wrote:THis all falls under OBjective Gamemode stuff...pilot rescues are one way of doing it...
indeed there is in fact aroud 10 objects I've seen in the editor that were clearly destined for the 'objective' gamemode.

However I've seen alot of peeps doing impromtu pilot rescues ingame and enjoying it, and the pilot rescue mechanic would reward blufor who fear death more than normal insurgency.
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freeway
Posts: 118
Joined: 2009-05-20 02:22

Re: Another take on these pilot capture scenarios.

Post by freeway »

lol i like this , reminde me Blackhawkdown when they try to rescue the pilots and fing their way out , but 1 thing how do insurgents know where is the "pilots" to attack ( not exactly where but with in 150 meters or so ) . and if insurgents only spawn at main then it is gonna be some mainrapers , so should we make more spawn points for them ?
AKA AlexanderK-47
"The sniper is a very necessary person. He serves to remind us that we are war."
A .303 round at +2500 fps will remove a leg if it impacts the mid to lower thigh, thus resulting in death for most circumstances
No word of a lie ever since i downloaded this mod on January, i havent gone near the BF2 icon lol! :mrgreen:
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Another take on these pilot capture scenarios.

Post by Rudd »

lol i like this , reminde me Blackhawkdown when they try to rescue the pilots and fing their way out , but 1 thing how do insurgents know where is the "pilots" to attack ( not exactly where but with in 150 meters or so ) . and if insurgents only spawn at main then it is gonna be some mainrapers , so should we make more spawn points for them ?
good point, I didn't say.

The would get a cache marker as they do now - i.e. they know the exact location of the pilot and can spawn there for 5mins after the marker is compromised by intel.

They should still get their FBs etc, but I just mean that they have to get back to main if they want RPGs, Al QUids etc etc.
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503
Posts: 679
Joined: 2008-08-30 02:53

Re: Another take on these pilot capture scenarios.

Post by 503 »

Instead of having a completely different game mode of pilot rescue, I'd rather have pilot rescuing being implemented directly into insurgency, sort of like a second objective to destroying the caches.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Another take on these pilot capture scenarios.

Post by Rudd »

503 wrote:Instead of having a completely different game mode of pilot rescue, I'd rather have pilot rescuing being implemented directly into insurgency, sort of like a second objective to destroying the caches.
thats a good idea actually, would make the mode feel very fresh again but with teh goodness we've come to expect.
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freeway
Posts: 118
Joined: 2009-05-20 02:22

Re: Another take on these pilot capture scenarios.

Post by freeway »

lol if this is going to be in game , picture this : a whole army go for a pilot i mean with everything they have and god bless them :rolleyes: ...... :cool: :firing: cuz the whole town will go after them .
but what do u say about tickets loss ? what happen if they die in the fight ?
AKA AlexanderK-47
"The sniper is a very necessary person. He serves to remind us that we are war."
A .303 round at +2500 fps will remove a leg if it impacts the mid to lower thigh, thus resulting in death for most circumstances
No word of a lie ever since i downloaded this mod on January, i havent gone near the BF2 icon lol! :mrgreen:
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Another take on these pilot capture scenarios.

Post by Rudd »

but what do u say about tickets loss ? what happen if they die in the fight ?
if the pilot thing isn't mixed in to insurgency directly, then I'd say blufor need to save 10 pilots, INS either have to kill 15pilots to win or just survive for the round length without letting 10 pilots escape.

if its mixed in to normal insurgency, a pilots death should probably result in a significant ticket loss, I'd say 10-20 tickets. Though perhaps a pilot's rescue should give the same tickets as a reward, much like caches do.
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Another take on these pilot capture scenarios.

Post by Tim270 »

I can see where your going with this Rudd, but its a little convoluted. Some input

- How did the old system work on VIP modes? apart from someone going from one side of the map, picking up a kit and coming back, were there any extra features that could be revised from that mode? (been so long since it was played)

- Would it not just be easy for the INS to kill the pilot?

- Is it really worth potentially getting x amount of men and assets for one guy? I never really understood why pilots are so important in PR :p
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Another take on these pilot capture scenarios.

Post by Rudd »

- How did the old system work on VIP modes? apart from someone going from one side of the map, picking up a kit and coming back, were there any extra features that could be revised from that mode? (been so long since it was played)
teh VIP system was indeed that, and iirc you had to pass through a few waypoints before returning to main. The mode was fun, but so easy with a fast vehicle.
- Is it really worth potentially getting x amount of men and assets for one guy? I never really understood why pilots are so important in PR
yes and no. I liked the idea of having this as a side object, that way you can choose to follow it up or not I guess.
Its not about getting a pilot kit etc, its about 'saving' a comrade :P
- Would it not just be easy for the INS to kill the pilot?
it would also be easier for the INS to be able to assault the Blufor mains on every INS map :P but that wouldn't create any gameplay.
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LUKE_NUKE_EM
Posts: 417
Joined: 2009-06-12 19:41

Re: Another take on these pilot capture scenarios.

Post by LUKE_NUKE_EM »

Dr2B Rudd wrote:I don't think its been talked about in this way before so bear with me.

What is needed is the cache dynamic.

A special pilot kit spawns in the exact same way as caches do on Insurgency.

So you need intel etc, all that jazz to find 'the pilot's' location.

You get the marker, you know where the pilot kit is within 150m accuracy.

Then, to simulate rescue, som1 has to pick up the pilot kit and be returned to main.

Now the problems are that if the pilot gets shot, whats to stop som1 else picking up the kit? or can it be made so that the pilot kit only expires after its been picked up by blufor? Also, what if the pilot gets revived? I think making it so the person holding the pilot kit is dead dead after 30seconds would prevent any problems in that regard. If teh pilot dies, the opfor gain 1 point, if th pilot is rescued, blufor gain 1 point. First to 15points wins.

If opfor tries picking up the kit canit be made so that it doesnt expire but the guy trying to pick it up gets killed? (like if they Tked a cache)

In this mode the INS would only get kits from there main (but there would be more since they don't have caches) and would use the mobile resupply vehicle Fuzzhead as mentioned that is coming in Sangin.

This should give a unique challenge to blufor, since one thing I dislike about it is sometimes Blufor attack caches, knowing they'll get the cache but will die in the attempt. This mode would require you to plan to get out...not just in.
Or you could just give the pilot his pistol back.
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Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Another take on these pilot capture scenarios.

Post by Nimise »

The insurgents could just put a ied right next to the pilot kit and watch from miles away, the moment the kit is picked up....
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Another take on these pilot capture scenarios.

Post by Rudd »

Nimise wrote:The insurgents could just put a ied right next to the pilot kit and watch from miles away, the moment the kit is picked up....
good point, I'm not entirely sure how to avoid this given teh commonality of explosives in teh INS team. Maybe the pilot kit could be destructable or spawn on an object that is, if the object is destroyed - "Blah blah disobeyed orders and killed the prisoner, his life has been taken as punishment" big respawn etc like if you kill a cache.
Or you could just give the pilot his pistol back.
or you could post in one of the threads about giving the pilot a pistol?
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Another take on these pilot capture scenarios.

Post by Tim270 »

How about, the pilot kit is spawned like a cache (randomly) all blufor can see its location (as a side obj) as well as marked caches, after say 2-5 mins the pilot kit location shows up on the INS map but like a cache does to the blufor i.e in X area around the marker the kit could be, to INS.
Getting the kit back to base (same as old VIP) would gain 5 tickets to Blue. So caches are worth more, but its not something to be ignored.

Another idea, once someone picks up the pilot/vip kit they could be teleported randomly to one of a number of locations on the map, although that might prove rather strange/hilarious. Or, so it only teleports to a location if its x amount away from enemies, this would go some way to stop just a chopper flying out with 2 guys, one getting the kit and simply flying back, this might encourage the pilot to just go to the closest friendly forces to him and try to get back rather than just wait for a chopper.

A whole game-mode bases around it is kinda hard to do with the engine limitations and how you spawn stuff/choose who gets what kits. But if it were integrated into INS gamemode as it is now... it might work.

Also, i kinda just reiterated a lot of stuff you have already said Rud, so im going to stop rambling now :p
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Another take on these pilot capture scenarios.

Post by Rudd »

A whole game-mode bases around it is kinda hard to do with the engine limitations and how you spawn stuff/choose who gets what kits. But if it were integrated into INS gamemode as it is now... it might work.
after what you guys have said I would agree.
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