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Capturing enemy pilot = lot of tickets
Posted: 2008-10-12 17:28
by =Romagnolo=
Just an idea to promove more action arround a shot down pilot who survived.
The idea is very simple, but it works in a very interesting way for the gameplay.
If the pilot is down and behind the enemy lines, if the enemies capture him (like we do with civis), they win a amount of tickets. So, if you dont want to give the enemy more tickets, you should try to get extracted or rescuse your pilot. In the other team, if you shoot down a aircraft and see the pilot had survived, you go after him to get more tickets for your team.
What do you think ?
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-12 17:33
by Tirak
=Romagnolo= wrote:Just an idea to promove more action arround a shot down pilot who survived.
The idea is very simple, but it works in a very interesting way for the gameplay.
If the pilot is down and behind the enemy lines, if the enemies capture him (like we do with civis), they win a amount of tickets. So, if you dont want to give the enemy more tickets, you should try to get extracted or rescuse your pilot. In the other team, if you shoot down a aircraft and see the pilot had survived, you go after him to get more tickets for your team.
What do you think ?
I think it would discourage one of my favorite yet all too rare mini missions to rescue downed pilots. If the pilot knows they're helping the enemy by their capture, and the amount of time to paradrop is comparable to a spawn time, they may just forgo ejection and go down with the aircraft. Perhaps as an Insurgency Only option, but I'm torn on its application in conventional battle settings.
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-12 17:39
by Harrod200
Maybe, if a pilot is shot down in Ins. mode, and subsequentally returns to base alive the BLUfor team could gain a substantial chunk of IP? Would need the aircraft to die (-10 tickets) and the pilot to arrive back at main base (with his original kit).
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-12 18:02
by Mj Pain
Good idea as long as you don´t get a lot of noobs as pilots. It would ruin gameplay even more.
Me personally wouldn´t mind go out on a rescuemission to save a good pilot that has helped your team and will help it in the future.
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-12 18:12
by Sadist_Cain
Give pilots a stupidly long spawn time (2 mins) A. discourage twatish children from charging in for a plane B. recreate the fact that a jet with pilot onto the battlefield after being shot down is something thatll take longer to reinforce troops on the ground
secondly sort out the parachute logic, there's a system at work whereby maps that are far smaller than they would be irl that you have to blow the chute stupidly high to get any function from it...
Fact of the matter is that modern day ejector seats have the ability to shoot you into the sky from the ground and land with relative safety, i.e. you aren't going to die in 1 minute.
I've seen tester videos of this happening and a few real life circumstances (air show jet crash anyone?) PR dosn't simulate an ejector seat in anyway so I don't think it would be asking too much to have chute deploy time lowered when you also factor in the height of the average engagement irl and one in pr it makes sense
not enough (or any in fact) times where a Pilot gets shot down and one can, or needs to go and rescue them and bring them back to base (perhaps a points bonus can be made for the squad once the pilot gets back to within the confines of the base?
Ways to encourage this = 2 min spawn time
-5 tickets for capture
-10 tickets for being killed whilest being shot down
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-12 18:24
by Tirak
Sadist_Cain wrote:Give pilots a stupidly long spawn time (2 mins) A. discourage twatish children from charging in for a plane B. recreate the fact that a jet with pilot onto the battlefield after being shot down is something thatll take longer to reinforce troops on the ground
secondly sort out the parachute logic, there's a system at work whereby maps that are far smaller than they would be irl that you have to blow the chute stupidly high to get any function from it...
Fact of the matter is that modern day ejector seats have the ability to shoot you into the sky from the ground and land with relative safety, i.e. you aren't going to die in 1 minute.
I've seen tester videos of this happening and a few real life circumstances (air show jet crash anyone?) PR dosn't simulate an ejector seat in anyway so I don't think it would be asking too much to have chute deploy time lowered when you also factor in the height of the average engagement irl and one in pr it makes sense
not enough (or any in fact) times where a Pilot gets shot down and one can, or needs to go and rescue them and bring them back to base (perhaps a points bonus can be made for the squad once the pilot gets back to within the confines of the base?
Ways to encourage this = 2 min spawn time
-5 tickets for capture
-10 tickets for being killed whilest being shot down
For your ticket loss, there's got to be a way to eject safely because most of the exit points for jets kill you when the jet runs you over, and when a plane is destroyed, it needs to go to a burning state so the pilot can have a chance to eject.
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-12 19:19
by Cptkanito
Most likely thing i think, is that the team wont even care that there is a friendly pilot behind the enemy lines and carry on as normal.
I myself like this idea, but maybe if this is implemented have some kind of message when there is, that alerts the team. This may be hardcoded but i dont know.
Also the idea of having longer spawn times for pilots is good, but i dont think this would put off the noobs who wanna fly trash the aircraft...
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-12 19:48
by Zeppelin35
Although I like the idea the problem I see is that the pilot might decide to commit suicide if he hears enemies running behind him.
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-12 20:42
by victor_phx
Zeppelin35 wrote:Although I like the idea the problem I see is that the pilot might decide to commit suicide if he hears enemies running behind him.
Then, if the respawn time for pilots is increased, that would be a bad choice for the player. A bad but somehow realistic choice, I guess... not willing to face an entire enemy army, the pilot commits suicide (or perhaps I just went too far on this one :lol

Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-12 21:31
by Gore
But about being awarded for points by picking up a pilot, or returning him to base could be exploited. Earning a few tickets could be cool, as no one exploits anything if it isn't for their own sake.
I never fly, but I've also never seen a pilot coming down in a chute, and never on the ground, nor an enemy pilot. Maybe it'll become a more often sight.
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-13 01:10
by hx.bjoffe
Wouldn't that only discourage pilots to survive a crash?
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-13 01:55
by Kruder
My personal opinion:I never bail out if i am shot down by enemy aircraft,in order to make sure he gets his kill.If i was shot down by AA(except 0.50 cals) i try to bail in order to make sure he doesnt get the kill.
It wont work for flying players like me
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-13 03:17
by WildBill1337
maybe this: pilot death=20 tickets lost. pilot capture=40 tickets lost.
this way, the pilot is still motivated to try to survive, but a downed pilot will still attract a lot of attention.
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-13 03:20
by WildBill1337
Zeppelin35 wrote:Although I like the idea the problem I see is that the pilot might decide to commit suicide if he hears enemies running behind him.
thats actually pretty realistic. you know the cyanide pills hidden in wrist watches you always hear about?
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-13 05:05
by victor_phx
WildBill1337 wrote:maybe this: pilot death=20 tickets lost. pilot capture=40 tickets lost.
this way, the pilot is still motivated to try to survive, but a downed pilot will still attract a lot of attention.
But on the other hand, each helicopter crash = 20 tickets lost. Not very adequate...
Re: Capturing enemy pilot = lot of tickets
Posted: 2008-10-13 08:57
by @bsurd
Sounds good, but i think it isnt playable on public.
Think a map like Muttrah. When every shoot down pilot gives a 20 tickets lost + a 2 min spawntime for the pilot, the US has less chances to win the map.
Or all stand on the carrier because no one wants to fly any more.
Re: Capturing enemy pilot = lot of tickets
Posted: 2009-05-25 11:34
by AnRK
Almost posted a new thread on this without thinking to search the thread titles instead of just searching "pilot" and "tickets" in general.
Anyway, given the increase in survival rates with chopper pilots we might see with the new patch perhaps this is worth re-evaluating. What you could perhaps do is you could split the kits as has been suggested before, and make chopper pilots worth marginally more then any other sod but still worth capturing tickets wise, and jet pilots worth a rather large amount and even more if captured. I think perhaps if the ticket bounty was split inbetween one team losing tickets and the other team gaining then that might counter the effect of how much a round shortens too.
I do realise that this thread is a bit old by the way

Re: Capturing enemy pilot = lot of tickets
Posted: 2009-05-25 12:48
by wuschel
=Romagnolo= wrote:Just an idea to promove more action arround a shot down pilot who survived.
Why not a more simple approach towards this:
Increase the ticket amount a pilot life is worth. This would represent the fact that it takes a longer time to train a pilot, as he has to absolve basic training, officers school, basic flight and specialized flight training. Say, when the pilot is worth 5 tickets, the friendly team might want to extract him, while the hostile team certainly would terminate him the second he falls in their hands.
Re: Capturing enemy pilot = lot of tickets
Posted: 2009-05-25 14:16
by R.J.Travis
I suggested kinda the same idea but was about insurgency IP/ AAS tickets
https://www.realitymod.com/forum/f18-pr ... ilots.html