Mine teamkill system

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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

[DVB] Avalon.ca
Posts: 370
Joined: 2006-10-31 00:13

Post by [DVB] Avalon.ca »

brummy.uk wrote: And if you actually get a system where the driver gets punished there will be smacktards mining assets for 'fun'.


well those indiviuals would end up weeding thems selves out of any reputable server weather this system is active or not. as it stands now all these "smacktards" are doing is losing valuable assest for the team and crying about how it was the engineers fault that he didn't see the big warning symbol. and punishing the said player for something that was intirely their own fault.

I think if a system like this was to be implamented folks would take better care of thier vehicles a little better than what is happening currnetly.
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DarkTalon
Posts: 711
Joined: 2007-03-22 00:17

Post by DarkTalon »

maybe this deserves it's own thread, but i would like to see different types of mines, like anti-tank mines, that arn't triggered when a little Fiat or dirtbike gently rolls over it, but when a warrior crawls over it, it won't be farming insurgents much longer.
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S.P.C-[Reality]-
Posts: 475
Joined: 2007-06-24 15:56

Post by S.P.C-[Reality]- »

its no ones fault!! shit happens!!!
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Gyberg
Posts: 709
Joined: 2006-08-04 23:36

Post by Gyberg »

punish both..... makes the engineers think about where they place the mines (not under friendly vehicles) and forces the driver of the vehicle to stay focused....
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Billy_Crook_Foot
Posts: 112
Joined: 2006-12-05 11:35

Post by Billy_Crook_Foot »

I voted for punish neither.

I like to plant mines and I try to do it places that are hard for a driver to spot - blind corners, just below the crest of a hill etc. I rarely place one in an obvious spot - like a bottle neck or flag entrance.

I guess I do probably hit the occassional friendly, but hey, it's regrettable. I don't believe in punishing the engineer - he is out there to bag a bad guy by thinking cleverly. I don't think punishing the driver is a good idea either - the driver and his/her passengers have already been ripped off with a respawn delay and the loss of a potentially round winning vehicle.

Brummy is definitely correct about only punishing the driver - you'll have w*nkers all over the place mining the main base and getting away with it when the admins aren't around.

I think engineers should be allowed to play to the best of their ability - there is a big red skull to notice. Accidental TKs are very unfortunate but it might be better to stop the blame game.

I don't get too hung up on punished TKs anyway - you say sorry and play on. Silly little points don't mean squat...
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

Gyberg wrote:punish both..... makes the engineers think about where they place the mines (not under friendly vehicles) and forces the driver of the vehicle to stay focused....
This kinda thing though neglects, for one, engineers who make it VERY clear when they've mined an area; told the commander, all chatted etc, and also the fact that drivers get in accidents for all sorts of reasons, the least accountable being lag issues. Why should people be punished for accidentally killing themselves at all for that matter?

If it's a continuous thing, perhaps make it so it puts extra seconds on the spawn timer, like it does now for normal deaths, but to a slightly harsher extent - maybe 5-10 seconds for each suicidal death - to cover people acting stupidly. This kinda punishment should only be handed out for repeat offenders though, because I don't see why people deserve it otherwise.

As for the mines thing it's in the same boat as any punishing, there are too many stuck up, elitist, arrogant $^&&s that play this game for people to use the system properly anyway. When that problem fades then stuff like this won't be an issue anyway.
CAS_117
Posts: 1600
Joined: 2007-03-26 18:01

Post by CAS_117 »

Leave the punishing system as it is. People would just use it as a way to Tk for vehicles if you removed the punishment system. Now punishing the DRIVER? I won't even respond to that.
KkarlArsch
Posts: 23
Joined: 2008-07-20 10:56

Re: Mine teamkill system

Post by KkarlArsch »

Althoug I read the DEV's statement about the punish-system in the upcoming version, I'd like to make a small suggestion.
FH2 somehow coded a system that allows you to only get half the punishment points for a friendly driving over your mines when you've put a mine marker (little flag) in a 10m radius around that mine.

Since we also have a mine indicator (big red skull on the map) in PR we could try to create a similar system. Maybe have a 40m radius around that skull in which any of that mine wont get you a TK at all, but rather letting the driver die/blow up like doing a suicide.
If the engineer is too lazy to put one of those very important markers, he deserves the teamkill - if he did put one but someone drives right into his minefield, he shouldnt be punished for s.o.'s stupidity.

(on a round of Fools Road today, I had one of my squadmembers putting mines at the east road entrance right at the Hilltop. He put all 8 mines on a 10m line and perfectly cut off that passage - yet after a while a technical drove right into those mines giving him 2 punished TKs. They must have seen the mines since those 8 (!) mines in a row must have looked like a parade of sunburned skulls... Alright, my squadmember didnt leave no space for friendly vehicles to come through, but in my opinion making sure no APCs can come in is more important than to let one of our 20 technicals leave the flag.)

Just my 2 cents.
This reminds me of the communication you've got in your squad while being the leader: Where'r you goin'?
Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Re: Mine teamkill system

Post by Cyrax-Sektor »

I've noticed that sometimes the giant red skull marker doesn't show up on the map no matter how you place it after placing the first marker. Hope this is adjusted in .8.

You can say it could be spammed, but any feature of the game can be spammed. This way you're not cutting off the arm of the innocent engineer merrily placing mines. Or maybe it's just a bug with the marker deal . . .
KkarlArsch
Posts: 23
Joined: 2008-07-20 10:56

Re: Mine teamkill system

Post by KkarlArsch »

Cyrax-Sektor wrote:I've noticed that sometimes the giant red skull marker doesn't show up on the map no matter how you place it after placing the first marker. Hope this is adjusted in .8.

You can say it could be spammed, but any feature of the game can be spammed. This way you're not cutting off the arm of the innocent engineer merrily placing mines. Or maybe it's just a bug with the marker deal . . .
I thought it was normal that an engineer can only place one marker?
As far as I remember I was never able to put 2 mine markers - I had to beg the commander to do that for me.
This reminds me of the communication you've got in your squad while being the leader: Where'r you goin'?
Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Re: Mine teamkill system

Post by Cyrax-Sektor »

KkarlArsch wrote:I thought it was normal that an engineer can only place one marker?
As far as I remember I was never able to put 2 mine markers - I had to beg the commander to do that for me.
Good thing I wasn't the only one. :p This kinda inhibits warning people if you're mining multiple pathways.
Death_dx
Posts: 379
Joined: 2007-11-09 21:37

Re: Mine teamkill system

Post by Death_dx »

Engineer wrote:Rather than asking who's fault it is, we should think about how to prevent such accidents.

Like:
- Make the ground near the mines red so they are easier to spot from a same team.
- As squad leaders can make rally points, why cant engineers make signs for minefields?
- If its damn hard to make sign objects, even a minefield marker on your map would help a lot. (Like you can see all the rallypoints, just change the icon to mine marker)

This is very simple and basic stuff... But is it going to happen, probably not.
Can't believe no one responded to this yet, you can place a map marker for mines, just hold q with a mine in hand.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Mine teamkill system

Post by LithiumFox »

a driver CAN move the mine though.... shoot and prone and "push" it.... so.. the driver, if they look for mines, can SEE mines............ and MOVE mines.....

though the engineer SHOULD get the TK if they HADNT marked it... =/

plus: Commorose: Press Q while holding a mine (press 9) and mark it BEFORE you place the mine.....

you have to MARK the mine THEN place the mine =/

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
WildBill1337
Posts: 317
Joined: 2008-08-02 21:47

Re: Mine teamkill system

Post by WildBill1337 »

i said that its no one's fault. sometimes shit happens, like maybe an engineer places a mine, but the driver has the map up and doesnt get the warning, or something like that.
Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Re: Mine teamkill system

Post by Airsoft »

well you really should avoide mines altogether. I think US and chinese are the same mine. I believe more discepline should be added to the careless driver. However there are idiots who intentially put them to block, such as the front gates of basra airport, so if the punish is set to the driver, that could be a problem be exploited.
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Mine teamkill system

Post by Bringerof_D »

i believe mines should not count for score to begin with as they are not direct use weapons, mines are set and left till someone steps on it, everything else is you see the guy then blow his freakin head off with it.
Deadfast
Retired PR Developer
Posts: 4611
Joined: 2007-07-16 16:25

Re: Mine teamkill system

Post by Deadfast »

Death_dx wrote:Can't believe no one responded to this yet, you can place a map marker for mines, just hold q with a mine in hand.
I can.

Check out the posting date ;)
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: Mine teamkill system

Post by AnRK »

Bringerof_D wrote:i believe mines should not count for score to begin with as they are not direct use weapons, mines are set and left till someone steps on it, everything else is you see the guy then blow his freakin head off with it.
You could apply that to any other none combat task, in that case you shouldn't get points for healing, building, throwing ammo etc. Laying mines is a vital task to help your team sometimes, and should be rewarded, especially considering that being engineer doesn't give you the best equipment when you get into a scrap; no scope, no grenades etc.

I've got alot of respect for people that go engineer in infantry squads, I don't think they need any credit taking away from them.
+SiN+headhunter
Posts: 148
Joined: 2007-12-19 09:39

Re: Mine teamkill system

Post by +SiN+headhunter »

Engineer wrote:Rather than asking who's fault it is, we should think about how to prevent such accidents.

Like:
- Make the ground near the mines red so they are easier to spot from a same team.
- As squad leaders can make rally points, why cant engineers make signs for minefields?
- If its damn hard to make sign objects, even a minefield marker on your map would help a lot. (Like you can see all the rallypoints, just change the icon to mine marker)

This is very simple and basic stuff... But is it going to happen, probably not.
the mine marker on the map is already ingame. Press t wen u have a mine out and click it
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