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

Posted: 2009-03-26 01:23
by McBumLuv
[R-DEV]CodeRedFox wrote: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.

Well sorry, I'm just a little McNoob (coined by dune, threatening me with a name change :p ) who didn't know the protocol :)

I understand though that the number one objective should be to get back, and if this suggestion as it is wouldn't make it as compelling as simply killing someone and grabbing his kit, then I'm sure there are other things we can implement this to change it.

I'm wondering if limiting the kits would really be all that bad, though. I'm sure it's been pondered about, but it might be useful coupled with this? While having someone grab it while waiting for an asset without being i that squad might be unwanted, it's still probably better than having 5-10 players waiting with one at main, no? Though, there must be other major reasons against this, right?

Another definite thing we could enforce is not registering kills with a pilots kit on, which would be a subtle message against using it offensively. Is it possible to implement long player respawns with pick-up kits? I remember it not doing so when having a normal kit and picking up a collaborator's one, but does that mean it's not possible?

Just wondering about a few things that might help out, or not.

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

Posted: 2009-04-30 11:55
by J.Burton[EEF]
May have already been mentioned in the thread but I cba to read through 9 pages.

If you split the pilot kit, then code the jet kit to not allow helos to be entered.. how would a "downed" pilot get evacuated in a hurry (i.e. by helo)..

"A-10 down, sry!"
"I need a helicopter at this coordinate"
"Affirmative a vehicle is on the way"
"Get in"
"Roger that"
"Get in"
"Get in"
"Mount up!"
"Get in"
"Get in"...

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

Posted: 2009-05-02 00:22
by Cptkanito
'J.Burton[EEF wrote:;1008704']May have already been mentioned in the thread but I cba to read through 9 pages.

If you split the pilot kit, then code the jet kit to not allow helos to be entered.. how would a "downed" pilot get evacuated in a hurry (i.e. by helo)..

"A-10 down, sry!"
"I need a helicopter at this coordinate"
"Affirmative a vehicle is on the way"
"Get in"
"Roger that"
"Get in"
"Get in"
"Mount up!"
"Get in"
"Get in"...
It says in the very, very first post. Anyways, i love this idea McLuv...

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

Posted: 2009-05-02 00:42
by CodeRedFox
How about pilot gets a pistol with one magazine, no reloads, no armor and cant pick up any kits. :lol: Once you a pilot your always a pilot (until you die)

I have no idea if it is or isnt code able just an idea.

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

Posted: 2009-05-02 00:42
by crazy11
I like that idea.

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

Posted: 2009-05-02 00:46
by Rhino
[R-DEV]CodeRedFox wrote:How about pilot gets a pistol with one magazine, no reloads, no armor and cant pick up any kits. :lol: Once you a pilot your always a pilot (until you die)
I like it :)

would be kinda shitty if you requested a pilot kit instead of a crewman kit thou hehe, maybe have it that you can switch kits 1 min after getting the pilot kit, after that no time to get a new kit :)

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

Posted: 2009-05-02 00:53
by CodeRedFox
Snicker....I say live with it. :lol:

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

Posted: 2009-05-02 01:31
by Yrkidding
+1 good idea i think it would solve the probs

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

Posted: 2009-05-02 08:48
by rampo
McLuv wrote:In a simple list:

Possible drawbacks, with their solution:

As of yet, the only foreseen problem is that if a Jet pilot bails and needs a helicopter evac, he would have to request a new kit before entering, since jet pilots wouldn't be able to even sit in a seat. This can be solved by the work-around of simply allowing them to request a helicopter pilot's kit off the helicopter, then hopping in, OR allowing them in the front passenger/co-pilot's seat, in which case there would be the possibility of a single HALO dropper, which I don't think would happen, since they're mostly squad-things.
make the jet pilot kit unable to use the parachute after boarding the helicopter and for a while after unboarding one so they cant use it in high altitudes?

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

Posted: 2009-05-02 14:39
by McBumLuv
[R-DEV]CodeRedFox wrote:How about pilot gets a pistol with one magazine, no reloads, no armor and cant pick up any kits. :lol: Once you a pilot your always a pilot (until you die)

I have no idea if it is or isnt code able just an idea.
I actually would like something like this :p

I think 2 magazines would be fine, that wouldn't be a problem, especially since they have an effective ingame range of 25 meters, if you use it for anything other than defense you'll be pretty SOL :lol:

I wouldn't mind forcing them to keep the kit somehow, and as I've said before, you could find a way to implement a useful limiting system in. then it would be akin to losing the sniper or HAT kit and losing until it respawns or something. IDK, so long as we get people to keep their kits. Maybe have it similar to the civi in a way?

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

Posted: 2009-05-02 16:55
by Tirak
McLuv wrote:I actually would like something like this :p

I think 2 magazines would be fine, that wouldn't be a problem, especially since they have an effective ingame range of 25 meters, if you use it for anything other than defense you'll be pretty SOL :lol:

I wouldn't mind forcing them to keep the kit somehow, and as I've said before, you could find a way to implement a useful limiting system in. then it would be akin to losing the sniper or HAT kit and losing until it respawns or something. IDK, so long as we get people to keep their kits. Maybe have it similar to the civi in a way?
As good an idea as it may seem, a lot of people use the Pilot Kit as a switch kit. Request a pilot kit, pick it up, other squaddie grabs your kit, you pick up their kit.

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

Posted: 2009-05-02 17:07
by McBumLuv
Well, that wasn't the big problem I envision (you could still resort to the crewman kit if needed), rather kit TKing, and grabbing the pilot's kit and wasting it would be problems. Kit camping and w/e might also take it out of question. I'm not saying it isn't possible, it just wouldn't be useful to limit it in the same way as every other kit.

though it would be cool to be able to somehow reward players for making it back to base alive with their pilot kit. a 5 minute spawn reduction could even be feasible in my mind, and I'm sure it must somehow be codable, as there are admin powers allowing you to spawn vehicles at will.

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

Posted: 2009-05-02 21:34
by ma21212
ya do this (also do the other 2 implemented ideas) (also in the heli idea when the "threashold lvl reachs max dose heli fall) question is will the devs do it?

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

Posted: 2009-05-02 22:14
by McBumLuv
Well, Jaymz said they're doing it with the transport helicopters, but they said there was a problem implementing it with the attack helicopters. I don't see how or why, though, especially if it doesn't work with the attack LB and Huey but with the transport versions, though they didn't specify that :P

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

Posted: 2009-05-02 22:19
by ReapersWarrior
i would be content with the pilot just having a knife so hes not usless if hes behind enemy lines.

Ive killed like 8 guys yesterday with the knife and its useful if you playing defensively. Plus nobody is gonna wanna airdrop with a knife.

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

Posted: 2009-05-02 22:19
by ma21212
Deleted

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

Posted: 2009-05-02 22:25
by ma21212
McLuv wrote:Well, Jaymz said they're doing it with the transport helicopters, but they said there was a problem implementing it with the attack helicopters. I don't see how or why, though, especially if it doesn't work with the attack LB and Huey but with the transport versions, though they didn't specify that :P
well the idea seems very cool (hopefully its gonna work) im wondering if its possible to, i gess destroy the roters on the heli or make it look damaged. also wat most heli piolts do when their heli is damaged is try to make a "hard" landing. so when it happnes the heli wont be able to go up any high and also be on a very fast downward fall (like if ur press Down) but still going in the "x" direction let it be ahead or bak and it would be controlled somewat by the piolt. so the fate of everyone on the heli would be on the piolt as he would try to keep the heli level and not flip it over on the landing

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

Posted: 2009-05-12 05:10
by ralfidude
Why are u all so keen on having a pistol with a pilot kit?

The only thing im bitching about is not having binoculars, either than that, im glad i dont have a pistol.