Limitation by Server population, for Crewman and Pilots
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Acemantura
- Posts: 2463
- Joined: 2007-08-18 06:50
Limitation by Server population, for Crewman and Pilots
I looked 'er up in the ***, only limited pilot kits pertaining to aircraft numbers.
What I want are pilot kits that are like the officer kit, with and without optics. Only instead of selecting optics, you select types of vehicles, transport (Left-Click) available all the time and Attack (Right-Click) when the server population prerequisite has been met.
For instance, on Muttrah the other day, I thought I would grab a pilot kit and take the cobra for a spin. I killed the entire enemy team, and killed the server.
So just like there is a population limit on Rifleman AA, i would like there to be a population limit on heavy crewman and attack aircraft pilot kits, until there are, say, 15 people on each team, or whatever would help gameplay.
Unless, of course, this suggestion has already been implemented, and I get a DEV wink (I haven't seen one for a while), i think that this would put an end to wasting assets and actually populating servers by letting people know that their team is actually doing something and by letting the other team breathe easy knowing they wont get wanged by heavy bird, such as the cobra.
Peace
Ace
What I want are pilot kits that are like the officer kit, with and without optics. Only instead of selecting optics, you select types of vehicles, transport (Left-Click) available all the time and Attack (Right-Click) when the server population prerequisite has been met.
For instance, on Muttrah the other day, I thought I would grab a pilot kit and take the cobra for a spin. I killed the entire enemy team, and killed the server.
So just like there is a population limit on Rifleman AA, i would like there to be a population limit on heavy crewman and attack aircraft pilot kits, until there are, say, 15 people on each team, or whatever would help gameplay.
Unless, of course, this suggestion has already been implemented, and I get a DEV wink (I haven't seen one for a while), i think that this would put an end to wasting assets and actually populating servers by letting people know that their team is actually doing something and by letting the other team breathe easy knowing they wont get wanged by heavy bird, such as the cobra.
Peace
Ace
Last edited by Acemantura on 2009-12-23 18:27, edited 2 times in total.
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snooggums
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Re: Limitation by Server population, for Crewman and Pilots
If you limit pilot kits that also means that transport pilots on Muttrah and Jabal won't be available to drop crates until a certain population is in, nullifying a majority of that team's asset options.
You could always suggest to the server admins to enforce a no attack choppers until X players rule or just have a gentleman's agreement with other players on the server.
You could always suggest to the server admins to enforce a no attack choppers until X players rule or just have a gentleman's agreement with other players on the server.
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Acemantura
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Re: Limitation by Server population, for Crewman and Pilots
This limitation does not refer to transport helicopters or transport vehicles, (If they exist). This only applies to the heavy ticket assets like tanks and attack aircraft.
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Harrod200
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Re: Limitation by Server population, for Crewman and Pilots
He's suggesting a split between attack helis and transports, so that at low player numbers, only the transport pilot kit is available, so there are no attack helis about to unbalance it, and attack craft kits only become available when server population is > Xsnooggums wrote:If you limit pilot kits that also means that transport pilots on Muttrah and Jabal won't be available to drop crates until a certain population is in, nullifying a majority of that team's asset options.
You could always suggest to the server admins to enforce a no attack choppers until X players rule or just have a gentleman's agreement with other players on the server.
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Dev1200
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Re: Limitation by Server population, for Crewman and Pilots
This sounds good, that way games will be much more fun without a bunch of people just rolling tanks =o

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snooggums
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Re: Limitation by Server population, for Crewman and Pilots
If you look as his post the edit that took place after my post added in that different kit for attack and transport detail since it was not there originallyHarrod200 wrote:He's suggesting a split between attack helis and transports, so that at low player numbers, only the transport pilot kit is available, so there are no attack helis about to unbalance it, and attack craft kits only become available when server population is > X
I still don't like it as it means that servers that don't care about X people before asset Y would be restricted instead of allowing a server to make their own rules. I would sure prefer the option to have a fun 3v3 armor battle (ie 6 on each team) and a gentleman's agreement to not to take flags while waiting for the server to fill up.
Also note the suggestion is based on something the OP did voluntarily, he could easily have just not done that, or as a server administrator he could easily make his own 'no heavy assets until X population' rule like most server have a 'no squads till 1:30' or 'no baserape' rules.
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Rissien
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Re: Limitation by Server population, for Crewman and Pilots
Creates more a problem if asshats steal the kit preventing the actual pilots from doing their job.
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Cheditor
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Re: Limitation by Server population, for Crewman and Pilots
It sounds good but say one team has just the right amount of players to use a tank and other side cant get that 1 more person, then one side has a tank, other doesnt.
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TheLean
- Posts: 483
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Re: Limitation by Server population, for Crewman and Pilots
Well then set the required amount of players one person less than you originally thought and this will never happen. Am I the only smart one here?[R-COM]Cheditor wrote:It sounds good but say one team has just the right amount of players to use a tank and other side cant get that 1 more person, then one side has a tank, other doesnt.
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Acemantura
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Re: Limitation by Server population, for Crewman and Pilots
The python code for the private setting dictates the amount of players needed for each kit, I dont think it should be an issue, if it is limited in the same way as a hat kit or marksmen kit.[R-COM]Cheditor wrote:It sounds good but say one team has just the right amount of players to use a tank and other side cant get that 1 more person, then one side has a tank, other doesnt.
Lean, they tell me I have an ego issue, but I'm still better than everyone else.
Last edited by Acemantura on 2009-12-23 21:12, edited 1 time in total.
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Acemantura
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Re: Limitation by Server population, for Crewman and Pilots
Yeah I took another look at it, my posts never seem as clear to others as it is to me.snooggums wrote:If you look as his post the edit that took place after my post added in that different kit for attack and transport detail since it was not there originally![]()
I would like to believe that PR forces players to think about their team instead of themselves. This would be one way to do that. A gentleman's agreement doesn't always hold together, and especially when you are trying to populate a legitimate server. This is for real servers that are not for training or for screwing around, that would like to get popped without hindrance from asshats and n00bs.snooggums wrote:I still don't like it as it means that servers that don't care about X people before asset Y would be restricted instead of allowing a server to make their own rules. I would sure prefer the option to have a fun 3v3 armor battle (ie 6 on each team) and a gentleman's agreement to not to take flags while waiting for the server to fill up.
Making rules are one thing, having no admins to enforce rules is another, and having to kick an asshat for not following server rules may get you a higher quality-player averages, but lower server population.snooggums wrote:Also note the suggestion is based on something the OP did voluntarily, he could easily have just not done that, or as a server administrator he could easily make his own 'no heavy assets until X population' rule like most server have a 'no squads till 1:30' or 'no baserape' rules.
This entire post is entirely about entirely removing opportunities for asshatery while simultaneously forcing asshats and n00bs to either evolve into better players or leave the mod...entirely.
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TheLean
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Re: Limitation by Server population, for Crewman and Pilots
Hehe, its kinda funny you didnt see it was a joke because of the utter stupidity and the smiley.acemantura wrote:The python code for the private setting dictates the amount of players needed for each kit, I dont think it should be an issue, if it is limited in the same way as a hat kit or marksmen kit.
Lean, they tell me I have an ego issue, but I'm still better than everyone else.
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Acemantura
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Re: Limitation by Server population, for Crewman and Pilots
ROFL!TheLean wrote:Hehe, its kinda funny you didnt see it was a joke because of the utter stupidity and the smiley.
Yep I couldn't tell, perhaps sarcasm is just lost on me ->
Anyway, what do you think of the idea?
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Alex6714
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Re: Limitation by Server population, for Crewman and Pilots
What are you trying to say here? Anyone who uses a tank with less than 15 players on his team is an asshat? Whats that got to do with it? Have you ever thought that some people like to have tank battles or such with the few people on the server? You can have some quite epic hide and seek battles with a couple of tanks on each side while the server fills.acemantura wrote:
This entire post is entirely about entirely removing opportunities for asshatery while simultaneously forcing asshats and n00bs to either evolve into better players or leave the mod...entirely.
Trying to force people to think about the team and help them is like trying to force a monkey to fly. You can put him in a plane and drop it into the sky from 30,000 feet, then pretend for the 3 minutes he is heading towards the ground that he is flying but thats not really what you want.
I can understand you don´t want to be killed by a tank when there is only 8 people on each team and 2km or more of map to hide in, but thats something you agree with the other players.
If infantry is so important as everyone says it is then 8v6+tank should be no contest, all you have to do is actually hide when the tank comes your way.
"Today's forecast calls for 30mm HE rain with a slight chance of hellfires"
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Acemantura
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Re: Limitation by Server population, for Crewman and Pilots
No I didn't say that everyone who has awesome tank battles are asshats, I said that this is to stop asshats from expecting to waste assets such as the Cobra or a tank, and more importantly, stopping people, such as myself, from grabbing a heavy asset and blowing the other team away, who can only request a LAT or or an LMG. Because we all know its fair when a cobra can hunt little MEC's who are only going
Can this be a server choice, outside of the private.py?
Can this be a server choice, outside of the private.py?
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Acemantura
- Posts: 2463
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Re: Limitation by Server population, for Crewman and Pilots
NECRO!
I love how no one responded. Come on DEV's what do you think?
I love how no one responded. Come on DEV's what do you think?
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freeway
- Posts: 118
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Re: Limitation by Server population, for Crewman and Pilots
i see no fun playing this game anymore , ppl are trying to have fun but first the new RPs then the new FOBs system + lagging and now this ? what is next ? every1 who wants to fly has to have a license ? acemantura i like your idea but this is a game , pls let ppl breath . in 0.85 and 0.87 we had non stop actions battles and now what do we have ? THE game is getting boring and less actions + more of waiting and walking . if we could go back to 0.87 yeah only IF , missed the old days
AKA AlexanderK-47
"The sniper is a very necessary person. He serves to remind us that we are war."
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No word of a lie ever since i downloaded this mod on January, i havent gone near the BF2 icon lol!
"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!
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killonsight95
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Re: Limitation by Server population, for Crewman and Pilots
i support the idea. +1
the reasons i think this is good are because you can limit the kits to server population rather than team population.
Also this is needed for balence purposes defo the pilot kit one since attack helos are extremely annoying at the best of times and just very stupidly over powered at the start of the round if theres only like 8 people on each team
the reasons i think this is good are because you can limit the kits to server population rather than team population.
Also this is needed for balence purposes defo the pilot kit one since attack helos are extremely annoying at the best of times and just very stupidly over powered at the start of the round if theres only like 8 people on each team

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Smiddey723
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Re: Limitation by Server population, for Crewman and Pilots
This would be a good idea but quite annoying if you select the wrong type of kit then have to wait another 2 mins
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HAAN4
- Posts: 541
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Re: Limitation by Server population, for Crewman and Pilots
Yeahhh thats right, it is what he mean, a good sujetion. balace is always good.Harrod200 wrote:He's suggesting a split between attack helis and transports, so that at low player numbers, only the transport pilot kit is available, so there are no attack helis about to unbalance it, and attack craft kits only become available when server population is > X

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