remove edge of map Killzone

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turnpipe
Posts: 274
Joined: 2008-01-27 19:25

Re: remove edge of map Killzone

Post by turnpipe »

Any one know where the setting for killzone is?
I would like to try it.
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: remove edge of map Killzone

Post by Sabre_tooth_tigger »

I dont like the out of bounds warning either but I would just prefer the focus of the map to be further away from the edges of the map.

Qinling has a massive area in the North west for basically aerial combat and such like. Its a bit of a luxury but having that mirrored so every flag on every map was a long way from the map boundaries would be sweet
maverick551
Posts: 176
Joined: 2008-01-11 07:45

Re: remove edge of map Killzone

Post by maverick551 »

It should just be implemented for Fixed wing aircraft to 30 seconds or so. When your flying at 2500 feet + looking at the map trying to find a good line up for a laser target, you often find yourself turning sharply to avoid the boundaries, in some cases not making it back into combat in time due to loss of sense of direction. Very frustrating when your bleed out in the cockpit for something like that.

Perpetual peace is a futile dream."
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turnpipe
Posts: 274
Joined: 2008-01-27 19:25

Re: remove edge of map Killzone

Post by turnpipe »

I tried to change it in the GamePlayObjects.con file.

CombatAreaManager.use 1 I changed that to zero then every vehicle I got in tried to kill me.
CombatAreaManager.timeAllowedOutside 100.000000
CombatArea.create CombatArea_0_test_2
CombatArea.min 0.000000/0.000000
CombatArea.max 0.000000/0.000000
CombatArea.addAreaPoint 2048.000000/2048.000000
CombatArea.addAreaPoint 2048.000000/-2048.000000
CombatArea.addAreaPoint -2048.000000/-2048.000000
CombatArea.addAreaPoint -2048.000000/2048.000000
CombatArea.team 0
CombatArea.vehicles 4
CombatArea.layer 3

What should I change so the vehicles dont kill me?

Edit: After trying the change on bf2,forgotten hope and PR I think the time limit is hard coded to ten seconds.
Last edited by turnpipe on 2008-05-16 06:47, edited 1 time in total.
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: remove edge of map Killzone

Post by Smegburt_funkledink »

Jonny wrote:NO.

So unrealistic it is not funny.

Infantry CAN flank. They do not die when they go a little further than they wanted. They just dont.

Part of the point of this would be to let the infantry flank too, in fact everyone could easily go off the edge of the map if they wanted.

It extends the area of the map while concentrating the fighting.
There has to be some kind of cut off. Jets would need a greater area than infantry, choppers would be somewhere inbetween (for gameplay). I don't see how it can be done realisticly. Im just trying to envisage how the boundries would work before you smack into an invisible wall.

If infantry can go out as far as a jet can fly, it would be strange and the pilots would find it hard to attack other units on the very edge of the "outside" map.
Then again, any kind of restriction is always going to be unrealistic. We need never ending maps, hell, someone needs to model the earth!

Things being destryoed in the "red-zone" would be unrealistic, dunno what I was smoking last night... :roll:
Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Re: remove edge of map Killzone

Post by Masaq »

Guys, saying you should have a virtually infinite space to play on is just stupid.

You could end up having jets and choppers fighting over nothing, klicks from the troops they're supposed to be supporting.

PR isn't a MMO. PR is a tactical FPS.

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
SuperTimo
Posts: 2079
Joined: 2007-07-31 09:25

Re: remove edge of map Killzone

Post by SuperTimo »

oops masaq posted while i was typing.

i agree with that masaq but id imagine that most pilots wont spend most of there time off the map as its boring. I suggested this as its unrealistic to have combat units restricted into what currently is a maximum of 17km area, jets dont fly in that area, and i ve never seen any member of todays forces being "shot" for "deserting", i can see on maps such as bi ming where there are tress and stuff this is unfair as a squad that goes off the map can move much more easily, but on maps like kashan its desert so there isnt much differnce, plus why would you need to go off the map as infantry on kashan?

the main reason i said this was for the benifit of jets, also doing this would it be possible for jets to spawn miles out of pound and 2 players spawn byt them and then fly them in from off the map? this would represent air support coming from a long distance and negate the need for having 2 airports in a small area.

at the moment im tired of dogfighting above the clouds and ina dogfight i dont look at my radar, also the "are you deserting thing" doesnt kick in until after you been out of bound for maybe 3-4 seconds, in a jet thats enough to be quite far out and not notice, then you have to turn whilst you arestll going further out, its ridiculous.
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markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Re: remove edge of map Killzone

Post by markonymous »

'[R-MOD wrote:Masaq;676182']Guys, saying you should have a virtually infinite space to play on is just stupid.

You could end up having jets and choppers fighting over nothing, klicks from the troops they're supposed to be supporting.

PR isn't a MMO. PR is a tactical FPS.
I dont think we're suggesting unlimited space but slightly extended. The "die zone" is ridiculous to say the least. You wont get magically killed if you go outside of the map you were handed before setting off would you? The "kill zone" is an affront to PR. It would be so much better if it was extended. BTW last i checked its close to impossible to fly a transport chopper anywhere on the map because of tanksniping and noobs in the chopper alerting the tanks of your presence. So i if the choppers got extended flightzones it would be replacing 1 unrealistic thing with 2 realistic things. Because who in real life says "i know lets fly straight over all of the enemy tanks and AAs instead of avoiding them!" "OMFG great idea".
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turnpipe
Posts: 274
Joined: 2008-01-27 19:25

Re: remove edge of map Killzone

Post by turnpipe »

I propose super heal ability inside the **** pit as a work around.
Counter that with super kill ability when wrong kit is used with that vehicle.
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: remove edge of map Killzone

Post by Smegburt_funkledink »

Jonny wrote: But the infantry will never ever need to go out that far, the point is that if it is beneficial for the team then they CAN.

The flags will always force all combat and action to the central area of any map, or else you loose quickly. Very quickly.

Jets can and do operate many clicks from the troops, this stops the troops being constantly harassed by the jest and ALSO alows the pilots to have proper fights.

Just because you CAN go outside the map does not mean that every one will go right to the end and fall off deliberately. It just means you need to use better tactics instead of rely on the invisible wall of death.
Yeah, I see what you mean. I guess its just me expecting the thread "OMG I just marched my squad for 45 mins out in the desert and we fell off!" to be posted in the bugs section...

I like the idea that, no matter how wide you flank, someone could always be countering wider. If you push the enemy out too far, the flags are yours :twisted:
Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Re: remove edge of map Killzone

Post by Masaq »

How about making good use of the space you've got? All most people ever do is either:

1) Run in a straight line from RP/Firebase to nearest capturable flag. Die. Repeat.
2) Attempt to "flank" around the enemy, end up miles from anywhere useful. Die. Repeat.


Giving 64 players MORE space is hardly necessary when all you're doing is allowing people to move even further away from the flags they already die over.

If we had 110 players, fine, I'd say it was a good idea. When the battlefield is already so empty, why make it emptier?

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Re: remove edge of map Killzone

Post by markonymous »

[R-MOD]Masaq wrote:How about making good use of the space you've got? All most people ever do is either:

1) Run in a straight line from RP/Firebase to nearest capturable flag. Die. Repeat.
2) Attempt to "flank" around the enemy, end up miles from anywhere useful. Die. Repeat.


Giving 64 players MORE space is hardly necessary when all you're doing is allowing people to move even further away from the flags they already die over.

If we had 110 players, fine, I'd say it was a good idea. When the battlefield is already so empty, why make it emptier?
proposing to use the space better and saying what others do and cracking down on other ppls ideas is very easy writing your own proposals is much harder.
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Drakenberg
Posts: 83
Joined: 2007-08-15 12:02

Re: remove edge of map Killzone

Post by Drakenberg »

This is easily solved with putting a move order or something in the middle of the map, then when you go out of bounds, just head straight for it...

But an increased time would help, turning the jet takes about 10 secs, so maybe 20 - 50 seconds when you go out of bounds would help.

If you dont have a order in the center of the map, head for the current order, you always have one :)
markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Re: remove edge of map Killzone

Post by markonymous »

Drakenberg wrote:This is easily solved with putting a move order or something in the middle of the map, then when you go out of bounds, just head straight for it...

But an increased time would help, turning the jet takes about 10 secs, so maybe 20 - 50 seconds when you go out of bounds would help.

If you dont have a order in the center of the map, head for the current order, you always have one :)
what? im not sure you actually read what he wrote.............
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turnpipe
Posts: 274
Joined: 2008-01-27 19:25

Re: remove edge of map Killzone

Post by turnpipe »

I think its new, fun and interesting to have a map this way.

If some thing like this could be done it would revolutionize battlefield game play.
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: remove edge of map Killzone

Post by Conman51 »

but what about transport choppers..theill take advatage of this and move infantry around the border
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