Mine teamkill system
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sylent/shooter
- Posts: 1963
- Joined: 2009-04-10 18:48
Re: Mine teamkill system
I think that if a mine is placed on a road, then that road is deemed "unsafe" and the vehicles don't use it. Simple as that. But seriously you would need a commander to make sure that happens.
Killing the enemy sylently
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Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: Mine teamkill system
Vigilence is key, he who lacks it should get beef in the face
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goguapsy
- Posts: 3688
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Re: Mine teamkill system
I think both should be punish is the best because...
The driver would be blamed for not watching the road.
AND
The miner would be blamed so he doesn't put mines under friendly vehicles (aka asshats).
The driver would be blamed for not watching the road.
AND
The miner would be blamed so he doesn't put mines under friendly vehicles (aka asshats).
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Excavus
- Posts: 539
- Joined: 2009-04-10 19:21
Re: Mine teamkill system
Nobody should be blamed, period. The driver isn't perfect, the mine can be easily mistaken for a rock on the road and be unseen, and neither is the mine layer, cause he can't expect everyone to notice the mine he placed.
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goguapsy
- Posts: 3688
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Re: Mine teamkill system
Well, it IS marked on the mapExcavus wrote:Nobody should be blamed, period. The driver isn't perfect, the mine can be easily mistaken for a rock on the road and be unseen, and neither is the mine layer, cause he can't expect everyone to notice the mine he placed.
Anyways I think that there SHOULD be punish, because this would prevent trolls from, say, mining friendly vehicles, and would (hopefully) also make people pay more attention to where they are driving...
BUT I think mine TK should be removed until the "invisible mines if you joined in the middle of the round" issue is fixed, on a side note.
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Spec
- Retired PR Developer
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Re: Mine teamkill system
Mine-trolls are easily identified by admins though. Their name pops up as being the teamkillers and the mines are pretty obvious evidence to be found.

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goguapsy
- Posts: 3688
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Re: Mine teamkill system
^This is why I think mine TKs for the miner should still exist. With no TK marker, it will be impossible to determine who put the mine there. Specially in insurgency, in which anyone can have a mine in the INS team.Spec_Operator wrote:Mine-trolls are easily identified by admins though. Their name pops up as being the teamkillers and the mines are pretty obvious evidence to be found.
But punishing the driver is a must... He MUST watch where's he going!
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mat552
- Posts: 1073
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Re: Mine teamkill system
goguapsy wrote: BUT I think mine TK should be removed until the "invisible mines if you joined in the middle of the round" issue is fixed, on a side note.
Something like that.goguapsy wrote: But punishing the driver is a must... He MUST watch where's he going!
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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doop-de-doo
- Posts: 827
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Re: Mine teamkill system
I think this problem could be solved partially if there were enough mine markers to go around.
With the capability to lay up to 20 mines, 3 markers are not enough. To make matters more complicated, the markers themselves have an expiration time and disappear while the mines might still be deployed.
If that problem was solved, then the driver might be punished for breaching a marked mine. In the same manner, a combat engie or sapper might receive the TK punish if it was not marked.
I don't know if the DEVs have the capability to control all that.
Under the current circumstances, I don't think either should be punished, and if it needs admin attention (someone purposefully hurting the team), then they can dole out the necessary measures. The admins will need a notification of the TK nevertheless to be able to analyse the situation properly.
With the capability to lay up to 20 mines, 3 markers are not enough. To make matters more complicated, the markers themselves have an expiration time and disappear while the mines might still be deployed.
If that problem was solved, then the driver might be punished for breaching a marked mine. In the same manner, a combat engie or sapper might receive the TK punish if it was not marked.
I don't know if the DEVs have the capability to control all that.
Under the current circumstances, I don't think either should be punished, and if it needs admin attention (someone purposefully hurting the team), then they can dole out the necessary measures. The admins will need a notification of the TK nevertheless to be able to analyse the situation properly.
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ZephyrDark
- Posts: 319
- Joined: 2010-01-23 20:22
Re: Mine teamkill system
The thing is, on many server players have learned that one mine marker means mineFIELD not "There's a mine directly on the marker, avoid said marker."It now means "Hey, theres a LOT of mines near that marker, DON'T go there at all if you value your life/asset." I do agree with you that I wish that mine markers should be able to last longer, so many times on Insurgency have I done a Sapper squad where we cut off routes into city's as well as roads in general, and the mine marker disappears and a friendly vehicle trots it's way over there and get themselves killed.doop-de-doo wrote:With the capability to lay up to 20 mines, 3 markers are not enough. To make matters more complicated, the markers themselves have an expiration time and disappear while the mines might still be deployed.
If that problem was solved, then the driver might be punished for breaching a marked mine. In the same manner, a combat engie or sapper might receive the TK punish if it was not marked.
Then you have the idiots who love to drive through minefields even though you warned them that "You can't get through safely" or that there is clearly about 10+ mines blocking off a route. They then proceed to try to traverse through the tiny openings in the field and blow themselves up.
|TG-31st|Blackpython
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Gammlgandalf13
- Posts: 155
- Joined: 2009-06-16 17:51
Re: Mine teamkill system
... the driver of the vehicle should be punished - IF the mine was marked.
If the mine was not marked the "owner" of the mine is the bad boy!
If the mine was not marked the "owner" of the mine is the bad boy!
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PoisonBill
- Posts: 682
- Joined: 2010-10-11 14:25
Re: Mine teamkill system
That's why it should be judged by an admin on the server, heck this thread can go on forever!
Is it possible to make every mine have it's own marker? then it always shows up on the map and when it explodes the marker disappears.
Is it possible to make every mine have it's own marker? then it always shows up on the map and when it explodes the marker disappears.
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drs79
- Posts: 401
- Joined: 2008-07-07 15:40
Re: Mine teamkill system
I chose that the driver should be punish because with my experience of playing PR, especially on insurgency even when you place mine markers drivers tend to disregard them and drive freely. As a driver one should be keen on their surroundings.
However I think an updated "mine marker" symbol should be added as well as the current one.
Example: Grenade trap given skull and cross bones symbol.
Mine given red mine mark symbol (mine mark would be a typical circular mine symbol)
Can you also add that players who trip over grenade traps be given punishment as opposed to the player who placed them? - In insurgency intel points should be lost to the insurgent team but not to the player who places the mine or the grenade trap, like driving in insurgency or as blufor one should also be keen when walking into buildings especially on insurgency where grenade traps are known to be found.
However I think an updated "mine marker" symbol should be added as well as the current one.
Example: Grenade trap given skull and cross bones symbol.
Mine given red mine mark symbol (mine mark would be a typical circular mine symbol)
Can you also add that players who trip over grenade traps be given punishment as opposed to the player who placed them? - In insurgency intel points should be lost to the insurgent team but not to the player who places the mine or the grenade trap, like driving in insurgency or as blufor one should also be keen when walking into buildings especially on insurgency where grenade traps are known to be found.
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Stoickk
- Posts: 200
- Joined: 2010-11-16 23:02
Re: Mine teamkill system
The whole problem with attempting to punish on whether the mine was marked or not or any of the other subjective factors mentioned is that they are either going to be too much work to code or to administrate. Bottom line, the easiest and most elegant solution to the problem would be to remove friendly fire on mines. There will always be asshats in servers that will place unmarked mines, drive vehicles through marked minefields, and do other stupid things. Why? because it's the internet, and there are no real consequences. I watched a guy spawn in with a sapper kit once, mine gary in Insurgent main, then leave the server. No real reason, he just wanted to be a ****. Maybe he was mad at the admins, maybe he had an irrational hatred of orange dump trucks. Who knows.
The reality argument is as follows. Each team is going to know where their friends have mines placed through normal command and control channels, thus avoidance is understood. This could be extended to grenade traps or not as the devs see fit. Losing a soldier to a grenade trap is irritating. Losing a 20 minute respawn asset to an idiot that spawns sapper and mines it in main is a problem. All the server admins in the world can't fix that one since insurgents don't know how to work a wrench.
The reality argument is as follows. Each team is going to know where their friends have mines placed through normal command and control channels, thus avoidance is understood. This could be extended to grenade traps or not as the devs see fit. Losing a soldier to a grenade trap is irritating. Losing a 20 minute respawn asset to an idiot that spawns sapper and mines it in main is a problem. All the server admins in the world can't fix that one since insurgents don't know how to work a wrench.
Last edited by Stoickk on 2011-03-16 20:13, edited 1 time in total.
Reason: corrected a spelling error
Reason: corrected a spelling error
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system
- Posts: 231
- Joined: 2007-03-17 01:24
Re: Mine teamkill system
I think the owner of the mine should be punished only if they did not put a warning on the map, i think that makes sense
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Chaosfox_[434th]
- Posts: 116
- Joined: 2010-04-29 21:16
Re: Mine teamkill system
I say it should all be depending on the situation in which the kill happens. Like others have said there are some ppl that just place a mine field and not tell anyone about it, and there are ppl that drive right into mines even when told they are there. I often get punished for kills with mines but i always mark and tell everyone on my team the mines are where they are atleast 2 or 3 times at the minimum and yet with all that there are always those morons that drive into them completely disregarding my warnings to avoid the area.
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SeanRamey
- Posts: 96
- Joined: 2009-06-16 15:53
Re: Mine teamkill system
Well, this is a hard one and it does kinda come down to the situation. I voted it should be no ones fault, but the situation can make that not true. Anyhow I think that there should be a new mine system. I think that engineers should be able to place mine marker signs as well as the current map mine markers. The signs should be visible to both teams and the engineer should be able to take them down. Also the mines need to be invisible. Since you can place a sign, you should place it so that the enemy cannot easily see it however your team can see it easily. And even if the enemy team does see the sign then they probably won't drive right through the mines, so the mines still work as an area denial weapon.
I hope all that made sense.
I hope all that made sense.
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Sanirius
- Posts: 56
- Joined: 2008-11-23 22:32
Re: Mine teamkill system
You can't let the situation decide. You know what that would mean for admins? That's adding more work and asking them to make a decision about something they in most cases didn't see. That's nonsense, just use a game mechanic.
That said; Why do people insist that SOMEBODY gets punished? Just don't punish anybody, let the team scold the stupid driver, and leave the engineer alone. Only the driver was killed, it was his own fault, he didn't bother anybody else. Any people with him would have been killed even if he was punished, so it doesn't matter.Even if it would have been the engineers fault, his intentions are not for a teammate to driver over his mine, so punishing him is stupid as well.
So show some damn solidarity people. Punishment for driving over a friendly mine is like getting whipped for stepping on a huge nail you're father dropped while working in the basement. Who's fault is that hmm?
Don't punish anybody, period. Jeez.
That said; Why do people insist that SOMEBODY gets punished? Just don't punish anybody, let the team scold the stupid driver, and leave the engineer alone. Only the driver was killed, it was his own fault, he didn't bother anybody else. Any people with him would have been killed even if he was punished, so it doesn't matter.Even if it would have been the engineers fault, his intentions are not for a teammate to driver over his mine, so punishing him is stupid as well.
So show some damn solidarity people. Punishment for driving over a friendly mine is like getting whipped for stepping on a huge nail you're father dropped while working in the basement. Who's fault is that hmm?
Don't punish anybody, period. Jeez.
Last edited by Sanirius on 2011-04-05 09:17, edited 2 times in total.
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BrownBadger
- Posts: 495
- Joined: 2009-09-05 21:29
Re: Mine teamkill system
Leave it to the server admins. It's usually a combined effort of placing mines where you shouldn't and drivers not paying attention.


