Mine teamkill system
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Sanirius
- Posts: 56
- Joined: 2008-11-23 22:32
Re: Mine teamkill system
trololololo thread is still up 
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HAAN4
- Posts: 541
- Joined: 2009-06-12 11:37
Re: Mine teamkill system
I like more the system how it is, because each situation is unique when we are talking about this.
and only a human good sence can solve this problem
and only a human good sence can solve this problem
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Cassius
- Posts: 3958
- Joined: 2008-04-14 17:37
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declan54321
- Posts: 267
- Joined: 2011-01-06 16:07
Re: Mine teamkill system
As above, it depends on the situation. If the driver had been undercautious and hadn't bothered to look at the map, then it is obviously his fault. If the engineer had not marked the mine, and/or placed it in an unsuitable location, then it is his fault.
You can't really vote for anything on this poll, as the answer depends on the situation.
You can't really vote for anything on this poll, as the answer depends on the situation.
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Mine teamkill system
^
How about the driver is punished if mine was marked (ie. x meters away from a Mine! marker), and the miner if not?
How about the driver is punished if mine was marked (ie. x meters away from a Mine! marker), and the miner if not?
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rushn
- Posts: 2420
- Joined: 2010-01-01 02:51
Re: Mine teamkill system
if only mines had friendly fire off
than they would be a lot more fun to use without risking tk
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Nakata
- Posts: 102
- Joined: 2010-02-05 02:24
Re: Mine teamkill system
punish the owner of the mine? why? the guy in the car dont see the mine and he punish?
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Mine teamkill system
if marked, none should be punished, technically the driver is already punished by death and loss of their asset and the resulting tickets.goguapsy wrote:^
How about the driver is punished if mine was marked (ie. x meters away from a Mine! marker), and the miner if not?
this reminds me of a round of karbala i had recently, i was driving a humvee out of main to cross the eastern most foot bridge. I noted the two strykers on the other side were holding positions, i slowed down but thought they were letting me through. So i floor the gas as i line up to the bridge. then i notice a dead insurgent on the bridge and next two him two circular objects. (this bridge is only like 2 meters wide, the mines were placed one on each side of the path at the far side of the bridge) So i screamed "FUUUUUU..." at the top of my lungs and hold down the S key as hard as i could...not that holding it down harder would help. the humvee slowed, stopped, then skidded right up against the mines, i knew i was a goner...........no boom. i relax just slightly to look at the mines to see my front tires were no more than a meter maybe less away from the mines. so i ended up backing off the bridge and just sat on the other side trying to calm down. while the SL of the Stryker squad marked the mines
mumble was on...they laughed at me.
Last edited by Bringerof_D on 2011-05-05 09:22, edited 1 time in total.
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Furst
- Posts: 196
- Joined: 2009-11-04 02:43
Re: Mine teamkill system
no one should be punished, even if the actual setting is nice also, but the risk for the sapper or combat engineer to get kicked is far too high and unjustified.
why?
if youre in the game since the beginning its all cool, no worries about mines and whatever, because you can see em. if you join the game later, later than the sapper has deployed his mines and traps, you wont be able to see them. the only thing you see is a mine marker @ the approximate area on the map.
by the way, how come that so many people dont know about that? and how is the sapper or engineer supposed to warn the whole team sustainably? quite wishful thinking.
before considering new ways for punishing people for whatever reason, solving this problem might help to rectifiy the original problem which often leads to those mentioned teamkills.
...and a solution for those people who just cant stop running into obvious traps and mined areas on purpose? i cant think of any, since stupidity aint curable.
why?
if youre in the game since the beginning its all cool, no worries about mines and whatever, because you can see em. if you join the game later, later than the sapper has deployed his mines and traps, you wont be able to see them. the only thing you see is a mine marker @ the approximate area on the map.
by the way, how come that so many people dont know about that? and how is the sapper or engineer supposed to warn the whole team sustainably? quite wishful thinking.
before considering new ways for punishing people for whatever reason, solving this problem might help to rectifiy the original problem which often leads to those mentioned teamkills.
...and a solution for those people who just cant stop running into obvious traps and mined areas on purpose? i cant think of any, since stupidity aint curable.
Last edited by Furst on 2011-05-05 18:57, edited 3 times in total.
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drs79
- Posts: 401
- Joined: 2008-07-07 15:40
Re: Mine teamkill system
I think that we can all safely agree that common sense comes into play, people have to mark their mines, and if new players join and are using a vehicle they need to either ask in team chat, via squad chat, via mumble or TS if there are any mines on roadways or if there are grenade traps and where they are and if they can be remarked.
There are 2 maps, yes there are. Check them, check to see what is on them.
And watch the road when you drive.
as for the teamkill system, I wish that if a player doesn't mark the mine/nade trap and if a vehicle/person goes over it/trips it, that said player should receive the infraction.
If the mine/grenade trap is marked, and a player goes over it or trips it, then the driver or player should get the teamkill or if he only kills himself he should receive the negative points he would receive if he accidently teamkilled and the spawn time should be longer.
Remember with grenade traps to make sure YOU FULLY CRAWL UNDER AND AWAY FROM SAID GRENADE TRAP!!
There are 2 maps, yes there are. Check them, check to see what is on them.
And watch the road when you drive.
as for the teamkill system, I wish that if a player doesn't mark the mine/nade trap and if a vehicle/person goes over it/trips it, that said player should receive the infraction.
If the mine/grenade trap is marked, and a player goes over it or trips it, then the driver or player should get the teamkill or if he only kills himself he should receive the negative points he would receive if he accidently teamkilled and the spawn time should be longer.
Remember with grenade traps to make sure YOU FULLY CRAWL UNDER AND AWAY FROM SAID GRENADE TRAP!!
NYR
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rushn
- Posts: 2420
- Joined: 2010-01-01 02:51
Re: Mine teamkill system
am I the only one who thinks turnin friendly fire off on mined would do wonders?
i understand it is not realistic but so is those fobs
it should be done for gameplay sake
in rl you would know where friendly mines were if you were driving a vehicle
i understand it is not realistic but so is those fobs
it should be done for gameplay sake
in rl you would know where friendly mines were if you were driving a vehicle
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Robert-The-Bruce
- Posts: 150
- Joined: 2009-04-13 00:34
Re: Mine teamkill system
Yes you would know where they are because everything has been communicated and marked on maps and communicated again that there definetly are mines on the marked spots, and communicated again if there is any chance that someone didn't see the minefield markers on their map, and communicated again, and again.rushn wrote:in rl you would know where friendly mines were if you were driving a vehicle
So really it's up to all of the players to make sure nobody hits any mines, and if you want to ensure that you have to communicate it again and again and again and again, etc.
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Mine teamkill system
APC cat and mouse chase would be a little... fake. Know what I'm saying?rushn wrote:am I the only one who thinks turnin friendly fire off on mined would do wonders?
i understand it is not realistic but so is those fobs
it should be done for gameplay sake
in rl you would know where friendly mines were if you were driving a vehicle
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rushn
- Posts: 2420
- Joined: 2010-01-01 02:51
Re: Mine teamkill system
no I actually dontgoguapsy wrote:APC cat and mouse chase would be a little... fake. Know what I'm saying?
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: Mine teamkill system
Picture a US APC being chased by a MEC APC (or any other vehicles, for that matter). He turns around a corner in Muttrah City, safely gliding over his friendly mines, while the enemy APC, going right behind him, explodes.rushn wrote:no I actually dont
Got it?
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Mine teamkill system
I don't advocate FF turned off for mines (I like friendly fire as a gameplay element), but - how often would that cat & mouse thing happen, seriously? People'd quickly learn not to chase vehicles without looking at the road. It really would only work out every once in a while and when the enemy driver is inexperienced.
In fact, that "trick" works already. You can prepare a minefield with only one safe path through and let the friendly APC take that safe route. Or you simply put explosives there that are remotely triggered.
In fact, that "trick" works already. You can prepare a minefield with only one safe path through and let the friendly APC take that safe route. Or you simply put explosives there that are remotely triggered.

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rushn
- Posts: 2420
- Joined: 2010-01-01 02:51
Re: Mine teamkill system
thats why i think ff off on mines will just end all the headache
the stuff that you want is hardcoded
the stuff that you want is hardcoded
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mattnett1
- Posts: 248
- Joined: 2010-04-03 18:30
Re: Mine teamkill system
I think the Driver has to be...
They have to watch out.
The creator should tell SL and or Commander where they placed em.
They have to watch out.
The creator should tell SL and or Commander where they placed em.
Don't be a noob, don't be a jerk.
Be a MAN.
Be a MAN.
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Mine teamkill system
I think:
1. driver should be punished.
2. mines should respawn(in the same place, without jumping around) every minute so people who joins the server can see them.
1. driver should be punished.
2. mines should respawn(in the same place, without jumping around) every minute so people who joins the server can see them.

