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Re: Collaborator transportation

Posted: 2008-12-03 04:14
by General Dragosh
For some reason i got lust to model that van :D

Re: Collaborator transportation

Posted: 2008-12-03 04:31
by Fearlessdot
GreedoNeverShot wrote:What's to stop collaborators from just going around and running people over?

-Enemy is on the road or w/e in front of you-
-You hop in the Collaborator vehicle and speed towards him-
-He can't shoot you to stop the car, and by the time he shoots the car to make it stop working, you run him over-
-You pull out your wrench, fix it from any shots he might have hit you with, and you repeat-
Simple make a penalty like a long spawn time for the collaborator

Re: Collaborator transportation

Posted: 2008-12-03 13:15
by Tirak
Fearlessdot wrote:Simple make a penalty like a long spawn time for the collaborator
Already done, now what?

Re: Collaborator transportation

Posted: 2008-12-04 01:07
by badmojo420
Colonelcool125 wrote:There's an easy way to fix the transportation issue.

Ready?

Sure?

GIVE US BACK OUR RANDOM SPAWNS!

I have never had a transport issue on Basrah V2...
And when i'm alive and want to go to the other side of the map? You suggest i suicide?

I never liked random spawn points, i feel they just promoted the insurgents to rush, kamikaze like into the attacking troops. Insted of setting up an ambush or observing and communicating with other insurgents to plan an attack. To be clear, i'm not saying more spawns would be a bad thing, but the massive amount of spawns in .75, was a bit much.

Still, even with more spawns, some kind of transportation would be a nice addition. Suicide should never be the best means of transportation.

Re: Collaborator transportation

Posted: 2008-12-04 01:12
by hiberNative
good idea if you bring back the low civvie respawn time. i never play civvie anymore cause of the high respawn timer.

Re: Collaborator transportation

Posted: 2008-12-04 01:12
by badmojo420
Tirak wrote:Already done, now what?
In 0.75 i saw collaborators trying to run over soldiers all the time. Since 0.8, with the increased spawn times, i've never seen it happen. Thats not to say it doesn't happen. But it does happen much less frequently. If people have to wait that long, then they are less likely to risk their lives in such a risky technique.

Re: Collaborator transportation

Posted: 2008-12-04 01:24
by badmojo420
hiberNative wrote:good idea if you bring back the low civvie respawn time. i never play civvie anymore cause of the high respawn timer.
But the point of my suggestion is that you won't get killed as much because you will be clearly identified as a civilian when in that vehicle. Most civvies i've shot have been cases of mistaken identity. (Insurgent runs around corner with rpg, backs up, civvie runs out, boom, whoops)

Re: Collaborator transportation

Posted: 2008-12-04 01:39
by Eddie Baker
Not specifically for collaborators, but a small passenger and/or panel van was suggested on the DEV forums quite a while back and received positively. :)

Re: Collaborator transportation

Posted: 2008-12-04 09:54
by hx.bjoffe
badmojo420 wrote:The vehicle alone is pointless to add. Because it's the same as the civ cars as far as usability. My suggestion is mainly for still being a civ while driving a designated vehicle. They could do it with a normal car, but with a different vehicle it would be clearer who to shoot at and who not to.
In that case i would use the allready implemented civilian car as civie car, and use the Toyota as general Transport, Ammo etc.
Allthough i don't really see the need for a designated car for civilians.. But i don't see it as pointless to add, with different abilities (Insurgent Command Truck equivilant?).