Max. wait time on plane/vehicle spawn

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Cmdr.A.Vogt
Posts: 4
Joined: 2008-06-06 12:36

Max. wait time on plane/vehicle spawn

Post by Cmdr.A.Vogt »

Hi,

what keeps annoying me is ppl taking taking pilot or crewman kits and then wait at the base for the full 20 min to get a plane, and if they dont get it, wait another 20 min, thereby effectively limiting the performance of the team.

This is especially bad when you do it right and watch the timer, go out and fight, then respawn at base and wait the last 3-4 min for your vehicle. At the base you get tked or offended by the player who was waiting there all the time, thinking he no deserves this asset more...

So my suggestion:

Introduce a maximum wait time on main bases (like 5 min which should be enough). When the wait time exceeds, the player will be warned, and after 5 min his health starts to drop just like the dead-zone on the map boundaries.

I think this could be a good countermeasure against smacktardness without seriously affecting overall gameplay..

regards
cmd.a.v
vilhelm123
Posts: 417
Joined: 2007-09-23 20:11

Re: Max. wait time on plane/vehicle spawn

Post by vilhelm123 »

I actually really like this idea but you'd possibly need to increase the time for the start of the round because people do sometimes get stuck there.
The time would need to be enough to cover the spawning of transport helicopters’ as well because those guys have to wait around at base if they get shot down and they also spend a good amount of time waiting for squad who need a lift.
Lots of love
Vilhelm xx
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Max. wait time on plane/vehicle spawn

Post by gclark03 »

Bad idea, but only the way you suggested it.

I like that you want to solve the problem of fools waiting for aircraft/armor at the main base, but the original solution is FUBAR as-is.

The only 'fair' way to remedy the problem is to limit the Pilot kit to the number of aircraft on that map (with an extra Pilot kit for every attack helo), so that there are never more pilots than there are aircraft (except attack helos), and limit the Crewman kit to 2x the number of armored vehicles.
Cmdr.A.Vogt
Posts: 4
Joined: 2008-06-06 12:36

Re: Max. wait time on plane/vehicle spawn

Post by Cmdr.A.Vogt »

Had that in mind, but then smacktards can request all the pilot kits and the guys who really need dont have access to their assets anymore.

(try to think like this wumwuts guy)

vilhelm: you are right with the transport chopper issue.. but when max wait time is exactly (or a bit longer) than the longest transport spawn time this should be no problem (that is 10 min on bhawk maps and 5 min on huey/lb maps)

another solution might be to limit the wait-deadzone to helopads, runways and vehicle parking spots but this might be exploitable again :/
RCMoonPie
Posts: 471
Joined: 2007-10-02 12:52

Re: Max. wait time on plane/vehicle spawn

Post by RCMoonPie »

Cmdr.A.Vogt wrote:Had that in mind, but then smacktards can request all the pilot kits and the guys who really need dont have access to their assets anymore.

(try to think like this wumwuts guy)

vilhelm: you are right with the transport chopper issue.. but when max wait time is exactly (or a bit longer) than the longest transport spawn time this should be no problem (that is 10 min on bhawk maps and 5 min on huey/lb maps)

another solution might be to limit the wait-deadzone to helopads, runways and vehicle parking spots but this might be exploitable again :/
Okay......so here is my question......
In a public server how do you get the entire team to decide who a "smacktard" is and "the guy who really need" the pilot kit.

If you ask any pilot they would say they "really need" the kit.

My suggestion to a similar thread over half a year ago would cut a lot of the douchebaggery out, cut out the wait and much other stuff as well.
But I was told it couldnt be done.

That was this.....I mostly play in the battlearena server. They have a stat tracker system on their server that can tell you how much time was spent in a vehicle and how many kills etc etc.

Set the game up with similar trackers.
Only allow those players with a certain amount of time in that particular aircraft to request the pilot kits.
This way you insure that they are at least "experienced" enough to not waste the asset.

How do you get "experience" if you cant get in an aircraft you ask?
Have the same "trackers" available in "practice" servers.....so no one is learning in a public server.
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." - George Orwell
frrankosuave
Posts: 179
Joined: 2007-10-02 21:46

Re: Max. wait time on plane/vehicle spawn

Post by frrankosuave »

so a smacktard can get in a vehicle in a practice server and leave the room for a night/day/week to get uber experience.
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Re: Max. wait time on plane/vehicle spawn

Post by $kelet0r »

If PR had a Real Time Strategy element for the commander where using some unit for resources, the commander would spawn vehicles as required and manage this resource appropriately.
So rather than having pre-spawned vehicles, squads could form and request a tank, helicopter etc. with a cost equivalent to their real life monetary value by voip.
The commander could then decide what is needed - a fleet of humvees or a squad of tanks appropriate to the situation and style of the commander.
And rather than having people waiting 20 minutes at base, they simply check with the commander - if the latter has no resource units to provide an asset, then the player gets in game and earns those units for the team so that then later, he can request 'tank support'
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Max. wait time on plane/vehicle spawn

Post by LithiumFox »

well you could have someone check up on the practice server, or maybe even be a commander to the point where it's more like a practice drill.

Get a bunch of people who voluntarily are squad leaders, who will teach smacktards how to play right. IF you have issues, you can grab an admin. And the Server is only open at certain times. So you could have like.. a Europe server, which uses a british map (and europeans should use to minimize lag), and a NA server, which should be used by North Americans (duh) during daylight hours base around central or mountain time (to centralize it for both the east and west coasts) which use the USMC team. =D

And maybe you could switch up the teams to allow for people to learn how to use weapons from either British or USMC.

They you could have an Insurgent training which... is... shoot blindly around corner and hope you hit a soldier. =D

Using the Experience thing, you make sure you have fair instructors, and they will give you scores based on how well you do.

And, if it's possible, you can make "No Shoot" zones, where you can't shoot while aiming at a friendly nor shoot anywhere inside an no-cap zone. (using something similar to the vehicle lock on)

That way you can only shoot at targets/land designated for that =D

Though they would require training versions of the maps =D

anything i missed?
RCMoonPie
Posts: 471
Joined: 2007-10-02 12:52

Re: Max. wait time on plane/vehicle spawn

Post by RCMoonPie »

frrankosuave wrote:so a smacktard can get in a vehicle in a practice server and leave the room for a night/day/week to get uber experience.
um no.

The practice server is just that......Its practice.
PR is not stat based.
This "uber"ness in which you speak of would only exist in the individuals head.
No one would know how long they spent in the practice server anyway. It isnt kept on a board for all to see....it is just filed away as an unseen stat.
Besides.....most servers kick for inactivity.....your "experience" would be gained by playtime i.e. take-offs, landings, hitting targets.....

Not just sitting in a ****-pit.
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." - George Orwell
RCMoonPie
Posts: 471
Joined: 2007-10-02 12:52

Re: Max. wait time on plane/vehicle spawn

Post by RCMoonPie »

$kelet0r wrote:If PR had a Real Time Strategy element for the commander where using some unit for resources, the commander would spawn vehicles as required and manage this resource appropriately.
So rather than having pre-spawned vehicles, squads could form and request a tank, helicopter etc. with a cost equivalent to their real life monetary value by voip.
The commander could then decide what is needed - a fleet of humvees or a squad of tanks appropriate to the situation and style of the commander.
And rather than having people waiting 20 minutes at base, they simply check with the commander - if the latter has no resource units to provide an asset, then the player gets in game and earns those units for the team so that then later, he can request 'tank support'

That would be the ultimate.....
Being able to request whatever was necessary. (within reason) and then specifically designating certain players (who would actually take orders) to accomplish the mission.
nice.
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." - George Orwell
SleepyHe4d
Posts: 221
Joined: 2008-02-11 10:25

Re: Max. wait time on plane/vehicle spawn

Post by SleepyHe4d »

Would it be possible to do this?

-Don't let people request a pilot kit if they've been in the main base for more than 2 minutes.

-Then don't let people with pilot kits stay on foot in the main base for more than 3 minutes.

-Put a limit on switching kits so they can't exploit it.

:p
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: Max. wait time on plane/vehicle spawn

Post by Mora »

This has been suggested many times yet it never really worked.. i doubt you guys will change that.

Limiting the pilot doesn't solve anything it only causes more TKing.
Adding a time/groundlimit that you can stay in the main base is just dumb and unreal.

And it doest make that much of a difference i mean its only about 2/4 guys that are usually in the main-base waiting for their asset.
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