Mine teamkill system

Suggestions from our community members for PR:BF2. Read the stickies before posting.
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What should happen after a car gets TK'd by a friendly mine ?

The "owner" of the mine should be punished (current system).
40
5%
The driver of the vehicle should be punsihed.
217
25%
It's fault of both - both should be punished.
160
18%
It's no one's fault - no one should be punished.
378
44%
None of above. I think that ...
72
8%
 
Total votes: 867

Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Mine teamkill system

Post by Jacksonez__ »

You can place up to 25 landmines (or what I have heard) but place only 3 markers.
Devs, can you make it up to 8 markers at least?!
granderslice
Posts: 53
Joined: 2010-02-08 19:07

Re: Mine teamkill system

Post by granderslice »

Its actually the water-bottle IED now, not a mine. Most players just grab the nearest vehicle and drive without a destination or purpose. These are the players who run over marked IEDs and create these problems - especially the players who want to run the ammo techy to the cache, which is both redundant and useless. My feeling is that if you want to take on the responsibility of a vehicle, you assume the possibility of running over mines (IEDs) and are therefore held accountable by losing points, increased spawn time, or some other punishment for not taking care of the vehicle.
CR8Z
Posts: 413
Joined: 2008-08-30 06:27

Re: Mine teamkill system

Post by CR8Z »

It just doesn't matter how many markers you put down, how many stacks of stones you set up, how many times you type in team chat, or how loud you yell in local, as there is always some.... idiot? that walks into a friendly mine field.

I have literally stacked stones in a semi-circle around a choke point for all friendlies to see, AND guarded the entrance to the mine field yelling at people in local, AND THEY STILL walk into the trap. The guy actually had to jump over the stones!!!

Either take them out, or just let it happen. There should be no punishment in either direction. I'm pretty sure you can't code or admin stupid out of people.
Vicious302
Posts: 407
Joined: 2010-07-28 19:54

Re: Mine teamkill system

Post by Vicious302 »

Couldn't we just start by increasing the re spawn times from mine kills? Or spawn time in general might help. I think a blanket doubling of re spawn time would greatly increase quality of play. Do it for the .37 release.. if it's not working out... fix it in .38 but the greatest thing about the launcher is the ability to do those small types of things and test them.
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Mine teamkill system

Post by Solid Knight »

Make it neutral. Plenty of people walk over obvious mines that have been marked and warned about. Hell, I'll even tell people on mumble not to go over a bridge because I mined the hell out of it yet they just push on and blow up the mines. And, of course, luck would have it that the enemy crosses said bridge a minute or two later. This happens a lot on INS because "OMG I GOT TO SHOOT THE ENEMY".
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Mine teamkill system

Post by waldov »

over 13000 views and 95% of people voting for a change in the system, is that enough to make it happen?
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Arab
PR:BF2 Developer
Posts: 2898
Joined: 2012-05-18 03:37

Re: Mine teamkill system

Post by Arab »

Are they going to add the Mine IED's etc as Markable?

It seems no-one wants to work on a system where there's a warning on the screen of an ied/mine.

It would be much easier to have a floating mine marker icon in 3D over any mine/waterbomb/ied. People are lazy to read text. Making something visually simple will reduce the teamkilling.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Mine teamkill system

Post by waldov »

Arab wrote:Are they going to add the Mine IED's etc as Markable?

It seems no-one wants to work on a system where there's a warning on the screen of an ied/mine.

It would be much easier to have a floating mine marker icon in 3D over any mine/waterbomb/ied. People are lazy to read text. Making something visually simple will reduce the teamkilling.
and stop punishing the guys planting mines
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Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Mine teamkill system

Post by Psyrus »

Arab wrote:It seems no-one wants to work on a system where there's a warning on the screen of an ied/mine.
Feel free to get started, anytime :)
Takeda
Posts: 61
Joined: 2010-02-10 15:59

Re: Mine teamkill system

Post by Takeda »

[R-CON]Psyrus wrote:Feel free to get started, anytime :)
What about small hovering marker (just a bit above the ground) like in FH2?, it would be visible only from 5m or lower?, I thinks its easy(FH2 already done it) and would fit perfect.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: Mine teamkill system

Post by Psyrus »

Takeda wrote:What about small hovering marker (just a bit above the ground) like in FH2?, it would be visible only from 5m or lower?, I thinks its easy(FH2 already done it) and would fit perfect.
Since all the devs have their hands full with their own projects for PR now, if you guys want to see something like the above implemented, this is how you go about it:
https://www.realitymod.com/forum/f388-p ... ysics.html

Show a proof of concept, working, ingame (preferably), and then if it gets community and dev support, you'll see it in a future release :)

You may even end up a dev, too :P
Takeda
Posts: 61
Joined: 2010-02-10 15:59

Re: Mine teamkill system

Post by Takeda »

[R-CON]Psyrus wrote: Show a proof of concept, working, ingame (preferably), and then if it gets community and dev support, you'll see it in a future release :)
Just run forgottenhope2.exe -> join server -> take scout -> plant mine, Voil
User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: Mine teamkill system

Post by Mats391 »

Takeda wrote:Just run forgottenhope2.exe -> join server -> take scout -> plant mine, Voil
It is not that easy i think. To make the mine 3d marker visible you need to increase the draw distance for all 3d markers and so it will be for everything that uses 3d markers. So you have to go through all the objects that use 3d markers (flags, c4, claymores, bridges (?)...) and remove those, if that is even possible.
Example:
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But even then it wont fix the problem that mines that got placed before you join the server are invisible to you.
Imo just changing the system that noone gets punished (besides obviously dieing) would work fine. Maybe admins should get notified about mine teamkills either way to prevent griefing.
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Mineral: TIL that Wire-guided missiles actually use wire
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Mine teamkill system

Post by waldov »

Mats391 wrote: Imo just changing the system that noone gets punished (besides obviously dieing) would work fine. Maybe admins should get notified about mine teamkills either way to prevent griefing.
Yeah that's a nice and simple way of solving the problem and shouldn't be that hard for someone who codes PR you'd think. Lets face it 99% of mine team kills are unintentional and a good proportion of them are actually due to people being careless in insurgency the punishing needs to stop for sure.
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IWI-GALIL.556FA
Posts: 511
Joined: 2013-03-25 20:51

Re: Mine teamkill system

Post by IWI-GALIL.556FA »

I think the system is fine the way it is. People just need to look at their fricking map.

And now, we wait.....
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Mine teamkill system

Post by waldov »

IWI-GALIL.556FA wrote:I think the system is fine the way it is. People just need to look at their fricking map.
You could also say bf2 is fine ,people just need to work as a team. The whole point about mods and games is you can make gameplay additions to encourage these things you want ie. all the teams mines not getting set off by idiots on your team.
Last edited by waldov on 2013-11-24 02:40, edited 1 time in total.
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IWI-GALIL.556FA
Posts: 511
Joined: 2013-03-25 20:51

Re: Mine teamkill system

Post by IWI-GALIL.556FA »

waldov wrote:You could also say bf2 is fine ,people just need to work as a team. The whole point about mods and games is you can make gameplay additions to encourage these things you want ie. all the teams mine getting set off by idiots on your team.
Yes, but PR has taken most HUD away and most 3d markers away too. I don't see this mine marker being added just because people are too ignorant to look at their map.

And now, we wait.....
Takeda
Posts: 61
Joined: 2010-02-10 15:59

Re: Mine teamkill system

Post by Takeda »

IWI-GALIL.556FA wrote:Yes, but PR has taken most HUD away and most 3d markers away too. I don't see this mine marker being added just because people are too ignorant to look at their map.
Mine marker isnt same that mine marker visible from about 2-3m radious, and this may improve gameplay, coz Water IEDs are same what Nade traps was. You can place it even in a Dome of Death and there will be 1 guy who will step on it, even if its marked with 3 marks on map, with stone marks, etc.
Play as a Ins with ieds, and you will know what i mean.
In Forgotten Hope 2 Mine marker works, so it would work in PR too imho.
Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

Re: Mine teamkill system

Post by Gosu-Rizzle »

Takeda wrote:In Forgotten Hope 2 Mine marker works, so it would work in PR too imho.
Yes, it works great in FH2, but this is Project Reality. I dont mind magic floating markers in a casual game, but thats not what PR is.
Those players who cant spot a mine or use their map deserves to get killed. (and eventually they will learn) Same thing goes for the guys planting the mines, they will learn that you shouldnt plant mines and traps in areas where lots of friendlies run around.
But the punishment for mines should be removed completely imo.
Takeda
Posts: 61
Joined: 2010-02-10 15:59

Re: Mine teamkill system

Post by Takeda »

Gosu-Rizzle wrote:Same thing goes for the guys planting the mines, they will learn that you shouldnt plant mines and traps in areas where lots of friendlies run around.
They did not for good 3 years that im playing, and i think they wont ;D
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