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Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-10 22:03
by Mary.au
awqs wrote:so that would mean that he has got something good here
We'll thats my logic at least, then again it was my logic that made me assume that APC was amphibious. . . .

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-10 22:10
by McBumLuv
I see playing with the striker on Qwai didn't end well for you, either :p

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-22 21:23
by McBumLuv
*BUMP* Any say on this, Devs? At least a Y/N to whether it's being considered?

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-22 21:54
by SleepyHe4d
+1 for supporting everything in the OPs post
McLuv wrote:But Project REALITY demands a tribute to it's name :p

Personally, when debating about realism, when there aren't any drawbacks, why not actually implement it?
Exactly correct. That's exactly what I'm trying to explain in the "remove scoreboard" threads. Until someone can provide a real drawback to implementing these changes, why not put them in?

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-23 15:30
by Surround
Arent devs anymore raqding these? No comments?

Because I think that this is splendid idea combined!

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-23 15:35
by Tartantyco
-I think all vehicles should get the same treatment as the crash fix.


Oh, and +1

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-23 16:10
by Robbi
Didnt anyone tell you, the DEVs are banned from commenting in the suggestion forum for now, too many good suggestions being made ;)

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-23 18:38
by fuzzhead
Separate generic "pilot" kit into helicopter and jet pilot kits.
IMO its a waste of time, sorry. pilot should be flying, not being 1337 killing people.... doesnt mean i speak for the whole team, just my personal opinion.

Remove helicopter pilot's chute, give him realistic armaments (carbine, pistol, w/e).
vast majority of the time, heli is flying too low anyways so even if they bail and pull chute, they die as soon as they hit the ground
Give jet pilot's kit chute, and add a pistol and w/e else might be realistic.
see 1st point.
Make it so jet pilots, who are now the only ones with chutes, can't board helicopters, making HALO drops impossible (unless you like going "splat")
see 1st point
Implement Torufkeymeister's realistic helicopter crash: https://www.realitymod.com/forum/f254...ion-video.html
this we thought was prety cool, and jaymz implement some kind of variant of this for transport heli.

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-23 18:43
by crazy11
I have to agree with Fuzz. When the pilot kit had a pistol, I remember whole squads of pilots running around maps trying to be 1337.

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-23 19:38
by Dev1200
Why is everyone so pissed about this?

It's PERFECT the way it is. if you don't suck as a pilot, you wouldn't be on the ground in the first place. You have to escape! Not run around and try to kill someone for their kits. It's a gameplay element that they changed, not realism.

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-23 21:56
by McBumLuv
crazyasian11 wrote:I have to agree with Fuzz. When the pilot kit had a pistol, I remember whole squads of pilots running around maps trying to be 1337.
Wasn't that brought on mainly by the fact that they had pistols, though? They didn't happen that often, either, maybe once every 50-100 games (From my experience, at least).

Then again, we could always just limit the kit per map, because the only time anyone ever went in "pilot squads" would be to either HALO (which wouldn't work in this case) or to use the pistol, which was the greatest CQB gun of all in 0.8. That, and the pilot squads would only ever be found on small, infantry focused maps for those reasons.


Thanks, for the reply, Fuzzhead. I'm sorry we don't see eye to eye, but I can tell you from personal experience I'm not sure anyone's ever tried being 1337 after they've been shot down. Unless you believe that surviving a crash and becoming stranded in mostly hostile territory, fighting in engagements whilst trying to get to a safe spot would be unrealistic and bad for gameplay.

As for pilot squads with the Helicopter pilot's kit, I'm not sure why that would be a problem, because unlike the pilot of 0.8 with his advantage in CQB, his kit loadout would be very similar to that of a crewman.

And if pilots stranded in enemy territory ramboing to the death is perceived to be a problem, you can once again limit the kit on a per map basis (per vehicle, really).


I'm afraid that there is a rift between people who prefer different gametypes. Personally, I've always enjoyed all types of gameplay that pr has offered. From playing as an infantry squad, to operating a transport/mechanized infantry squad, and even operating heavy armour or flying, I've played quite a bit in each category to get a sense of what it's like.

Yet posts like these:
Dev1200 wrote:It's PERFECT the way it is. if you don't suck as a pilot, you wouldn't be on the ground in the first place. You have to escape! Not run around and try to kill someone for their kits. It's a gameplay element that they changed, not realism.
often get on my nerves. If you don't suck as a pilot, you won't be helpful as a team member, as a player, and will consequentially have a low score to affirm this. Same applies to anything else, btw, including infantry. However, even if you're a hardened pilot who knows all the tricks of the trade, you're still going to go down. There are so many ways to die, that it's often blind luck if you survive an entire round.No one's ever said that you suck as infantry if you die once in a while, and the only difference in an asset is that you have a speed increase and some big guns, both of which don't make up for the huge target you paint for yourself from the noise, the small distance in which you must dangerously operate, or the multitude of weapons all designed with the single purpose of killing you.

I really enjoy all aspects of Project Reality, I hope you don't get the wrong impression, but there is an unnecessary bias towards anyone even mentioning that they enjoy flying, taking them to be "1337", ungrateful pricks. Sure, a few may be, but there are also 1337 tankers, 1337 snipzorz, 1337 Rambos hooked in with a squad.


...

Shite, I write alot, but it's all to try and disprove any unwarranted bias ;) .

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-23 22:42
by Edmister
I agree with splitting up the kits, it improves the realism and the quality of gameplay(being able to defend yourself if you are shot down), and switching kits on extraction takes, like, 3 seconds, so that shouldn't be an issue anyway. We could also limit BOTH kits to the numbers of assets that required them, thus eliminating the 1337 Rambo squads.
I just dont want to be shot down on Quinling and be caught by a squad without at least being able to shoot back. The realistic helicopter crashes would help enhance gamplay too, as long as there was variance to their survivability.
Of course, we could limit the jet pilot to 2 pistol mags.

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-23 23:42
by gumball
crazyasian11 wrote:I have to agree with Fuzz. When the pilot kit had a pistol, I remember whole squads of pilots running around maps trying to be 1337.
+1, its fine the way it is. If the pilots still had weapons then it would nice, but they don't so there is no need for a change.

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-24 02:27
by HybridX
Im all for the OP and the more realistic crashing.

Personally ive managed to survive many sintancves where my tail rotars shot out and a cant turn so end up ditching it asap to save myself and my crew.

Also it would make getting a chopper back to a LZ or carrier for repairs more viable.... countless times ive just got it back intime while its been exploding one me to fully repair it or die within 20m of the carrier

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-24 04:53
by squeaky024
I realy think this idea would work, its just that pilots who are shot down have no motivation to go back. Maybe we should add a suicide penalty if a pilot suicides within "enemy lines"

Second, i like the limiting of the jet pilot kit having to change to enter the heli but would it be possible to only give pilots one parachute? or is that hardcoded..

Thrid, maybe the "survivor" kit should be available in helis which fixes the multiple pilot rescue pickup problem, just make the survivor kit have nothing but hands maybe...

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-25 21:18
by Edmister
How about a respawn penalty if a pilot dies at all?

I'm not sure if allowing only one parachute would fix anything, since 1337 jumpers would use the first chute off the chopper anyway.

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-25 22:57
by squeaky024
If pilots cant ride in the normal seats, there wont be the problem of the 1337 jumpers going at it. Anyways ur right.. forget the one chute thing since the pilot would have to change kits to get in the heli.

So far its ok if the heli pilot and jet pilot are different, the pilot can bail, find safe ground for a heli, change kits and get in.

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-25 23:02
by nick20404
I agree with the pilot death needs to be penalized, for 2 reasons

one if the pilot dies he won't need to respawn quickly because his chopper won't be up, secondly this will combat the random noob flying off in a chopper even know he isn't in the chopper squad, he will die get a 3min spawn and not want to do it again.

They just need a system were admins can see what player lost what and decide if someone isn't in a chopper squad and they already lost 2-3 chopper they can be banned/kicked.

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-26 00:55
by CodeRedFox
A little behind the scenes, when we dont respond its because of two things: Its a good idea, or so lame its not worth a response. Of course this may take a while to fan out. That and we have our own club house where we discuss whats going on.

The main idea we want to enforce is that when a pilot is downed behind enemy lines his one and ONLY objective is to get back home. And for US that mean never engaging, moving silently out of the way, and being rescued while your team mates do all the grunt work (i.e. cover). You can debate it all you want these are the goals we set and implemented. If you have an idea that follows these rules then by all means continue.

Your still welcomed to come up with ideas but keep in mind these goal we have set for the pilot.

Re: Differentiated Pilot kits, plus a solution so everyone's happy.

Posted: 2009-03-26 01:05
by Kenny
I like that idea ^ but just on a littel side note is their going to be a fix for killing poilets out of the choppers with AA i've seen this happen many times with the choppa landing saftly by it's self several times when their close I've jump in the choppa and have flown it back to base for some one to use agaion or use it my self if no one want is.