the armed pilot, new solution (afaik)

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RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: the armed pilot, new solution (afaik)

Post by RHYS4190 »

I say just remove there parachute and in staid give them a anvil to hastened there demise, then add a nice wet splat noise when they hit the ground.
jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: the armed pilot, new solution (afaik)

Post by jbgeezer »

Marshall wrote:

It's, what 10? for an aircraft. Might as well be 11 I say, my AA kills go up to 11. In fact no, they start at 11 but can often be 15 or 16.
The plane or helo blows up anyway :roll: What I meant is that in PR, saving the pilots life really is more job (and risk of loosing more tickets) than actually gaining some.
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Thermis
Retired PR Developer
Posts: 1537
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Re: the armed pilot, new solution (afaik)

Post by Thermis »

The actual weapons carried by helo pilots into combat isn't set in stone. It depends on Unit and theater SOPs. Then you have to add in personal preference on the side of the pilot.

Just because one pilot said that he carried his M4 and a combat load up with him doesn't mean that is the standard (that's a lot of gear to put in your bird). However, I think we can safely say that all pilots would be armed in a combat zone to some extent.
Marshall
Posts: 32
Joined: 2009-09-26 09:29

Re: the armed pilot, new solution (afaik)

Post by Marshall »

Those Choppers are expensive, millions of pounds, we could train a 100 pilots for a fraction of it's cost.

uuuuuuuuuuuuuuuuuuhhh.. really?
No not really, I literally have no idea of this cost ratio, my comment was merely an anecdote to add emphasis to my point. Though I do appreciate your contribution to this debate.

This has been the best idea so far, I'd be hppy to have this implemented;
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Default Re: the armed pilot, new solution (afaik)
I feel that this over complicates things in terms of kits. Having two pilot kits, especially for new players would not appear very apparent, even to those who would read the manual. Also, it is especially hard to find the time to request a kit from an aircraft, when your meant to be creating distance between you and the heap of smouldering metal thats pissing jet-fuel.


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I think a better method would be to drastically increase the pilots spawn time after death.
Now jumping into the fray is cost-ineffective for players, as they will then be forced to wait a long time to re spawn. There would be greater consequences for the pilot who goes down with his bird, or the '1337 paratrooper'; giving players the incentive to bail out and not just accept the doom of a failing warbird.

Then, it would make sense to arm pilots, as the weapon now really are their last ditch hope of making it out from enemy lines. Escape and Evasion would be preferable, as the risk of being discovered and hunted after firing is very high and should only be done when totally necessary.

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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: the armed pilot, new solution (afaik)

Post by Dev1200 »

I agree with the first post in this thread, which makes a ton of sense. there's no "1337 para troops", unless they bail out of the chopper and somehow find it.
Garmax
Posts: 288
Joined: 2008-06-13 00:52

Re: the armed pilot, new solution (afaik)

Post by Garmax »

only if pilots were unarmed until they were a certain distance away from the main base then they would magically get a pistol that could solve a lot.
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: the armed pilot, new solution (afaik)

Post by Hunt3r »

RHYS4190 wrote:I say just remove there parachute and in staid give them a anvil to hastened there demise, then add a nice wet splat noise when they hit the ground.
I would do this just for the laughter.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: the armed pilot, new solution (afaik)

Post by gazzthompson »

Garmax wrote:only if pilots were unarmed until they were a certain distance away from the main base then they would magically get a pistol that could solve a lot.
how would that solve anything?
Scared_420
Posts: 403
Joined: 2009-06-25 07:15

Re: the armed pilot, new solution (afaik)

Post by Scared_420 »

how about putting a timer on the pistol for the pilot kit to prevent paratrooping,,, put a 15-20 min timer on so people dont jump outa the chopper and only people who play the game right actually get the benefit of getting the pistol,,, you must be flying the chopper for 15-20 mins before the pistol kit appears but u wouldnt know it anyways cuz ud be flying (u cant requst the pilot kit and wait 15-20 mins then take a chopper and jump outa it)
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: the armed pilot, new solution (afaik)

Post by rampo »

I myself think the best solution would be just to have different helicopter pilot and jet pilot kit
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Celestial1
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Joined: 2007-08-07 19:14

Re: the armed pilot, new solution (afaik)

Post by Celestial1 »

rampo93(FIN) wrote:I myself think the best solution would be just to have different helicopter pilot and jet pilot kit
Jet pilots never get to use parachutes anyway since jets don't get disabled and will always run over the pilot if he ejects.

Helicopter pilots are the only ones who benefit from parachutes at the moment, and there is a disabling system in place that allows them to make a last-ditch attempt to land and escape, removing the need for a parachute.

You could remove parachutes altogether. If jets gained a disabling system then parachutes would actually be useful and not a cheap gameplay exploit. Separating the kits will allow jet pilots to receive the parachute, if it's only able to be requested from a jet and/or limited to the vehicles on the map then it can be given a pistol. Helicopter pilots would receive no parachute and instead receive a PDW.
rampo
Posts: 2914
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Re: the armed pilot, new solution (afaik)

Post by rampo »

Celestial1 wrote:Jet pilots never get to use parachutes anyway since jets don't get disabled and will always run over the pilot if he ejects.
Actually i have had my jet damaged too heavily for me to land on numerous occasions, and i know some other people who have too bailed out of a damaged plane(as i have before said the jet has allways gone way past the condition to land and i would never just jump out of a plane that took some damage)
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Claymore
Posts: 340
Joined: 2008-07-15 17:48

Re: the armed pilot, new solution (afaik)

Post by Claymore »

Paradrops can still happen if you happen to have a crate on the ground. People can just land and request their favourite kits from the crate.
Pilot kit could use some weapon, maybe pistol with 1 mag, just so that he has something to prevent people from charging him with knives.

If you want pilots to get rescued from hostile territory, you could split the ticket loss from downing a chopper between the pilot kit and the vehicle (if that's possible). So that in case the pilot dies with the helicopter, the ticket loss is the same as in the present version but if he manages to survive, it will save the team about half (or more) of the tickets. I agree it's not entirely realistic but pilot rescue missions should add an interesting gameplay element into the game. When a helicopter is downed on an insurgent map, nobody cares right now but if there was a chance to kill the surviving pilot and take some more tickets, everyone around would run to the crash site. I think that in real life the insurgents would try to get to the helicopter asap to capture the pilot and loot / get trophies out of the wreckage.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: the armed pilot, new solution (afaik)

Post by Rudd »

Paradrops can still happen if you happen to have a crate on the ground. People can just land and request their favourite kits from the crate.
very convoluted way of doing a paradrop...if your landing to place a crate you might as well drop off the guys conventionally...
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jbgeezer
Posts: 908
Joined: 2008-06-10 15:30

Re: the armed pilot, new solution (afaik)

Post by jbgeezer »

Dr2B Rudd wrote:very convoluted way of doing a paradrop...if your landing to place a crate you might as well drop off the guys conventionally...
I dont know about this one, but cant a crate survive a drop from high alltitude? correct me if Im wrong.
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bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: the armed pilot, new solution (afaik)

Post by bloodthirsty_viking »

i feel just give the pilot a knife, so if he wants to get back, he has to hide, and he has to come up and stab someone and grab there kit for a gun.
I dont know about this one, but cant a crate survive a drop from high alltitude? correct me if Im wrong.
i think you still can, i have done it from not to high in pr, but still, its has survived a 100 foot fal once, but it may have been a one time thing.
Last edited by bloodthirsty_viking on 2009-09-30 21:47, edited 1 time in total.
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Claymore
Posts: 340
Joined: 2008-07-15 17:48

Re: the armed pilot, new solution (afaik)

Post by Claymore »

It can't survive drop from a high altitude but you can drop it at some speed and without touching the ground. If you know where the crates are, you can drop paratroopers from very high altitudes where the chopper can't be seen. Can be very helpful on operation barracuda, for example. As long as you manage to get some crates on the island (far safer than landing), you can drop people there for the whole round.
rampo
Posts: 2914
Joined: 2009-02-10 12:48

Re: the armed pilot, new solution (afaik)

Post by rampo »

bloodthirsty_viking wrote:i feel just give the pilot a knife, so if he wants to get back, he has to hide, and he has to come up and stab someone and grab there kit for a gun.



i think you still can, i have done it from not to high in pr, but still, its has survived a 100 foot fal once, but it may have been a one time thing.
The knife was removed because people made ultra 1337 paradrops behind enemy lines and the pilots would stab the Firebases
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