Start times for vehicles

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
Ccharge
Posts: 308
Joined: 2008-08-05 16:03

Start times for vehicles

Post by Ccharge »

Well. This is simple.

Add a 5 second start time to all vehicles. 2 reasons.

Reason 1. This simulates people hoping into there vehicle and starting the engine. I dont imagine you magically appear in your car then the engine starts immediatly.

Reason 2. It stops the driver of the vehicle from hoping out in the middle of a combat. If they do so there likely to be hit by a AT rocket because they cant move when needed.
if you miss him... try, try again
Hitperson
Retired PR Developer
Posts: 6733
Joined: 2005-11-08 08:09

Re: Start times for vehicles

Post by Hitperson »

added a little to the title to explain.
Image
Harrod200:"Fire.exe has committed an illegal operation and has been shut down"
Raniak : "Warning: May crash if fired upon."
M4sherman: "like peter pan but with tanks"
[R-MOD]Eddiereyes909 (on sim tower) "It truly was the game of my childhood and has led to me getting my degree in industrial engineering."
AquaticPenguin
Posts: 846
Joined: 2008-08-27 19:29

Re: Start times for vehicles

Post by AquaticPenguin »

I like the idea, it would mean people would have to plan ahead if they're going to retreat. And less single-man driving like crazy into combat, firing off a few rounds then diving back into the driving seat as soon as they return fire.
dbzao
Retired PR Developer
Posts: 9381
Joined: 2006-06-08 19:13

Re: Start times for vehicles

Post by dbzao »

We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: Start times for vehicles

Post by ReadMenace »

+one billion

While 'turning off your engine' (moving to the third seat, or dismounting.) is a mostly valid tactic to avoid being heard or to hear other armored vehicles -- you shouldn't be able to hop back in and start rolling immediately.

-REad

ETA:
[R-DEV]dbzao wrote:We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.
:(
Ccharge
Posts: 308
Joined: 2008-08-05 16:03

Re: Start times for vehicles

Post by Ccharge »

[R-DEV]dbzao wrote:We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.

:? ??: This i did not know. Well if you guys could find a way around it i think it would be benifical for the mod.
Last edited by Ccharge on 2009-07-29 19:27, edited 1 time in total.
if you miss him... try, try again
nick20404
Posts: 1746
Joined: 2007-06-30 23:36

Re: Start times for vehicles

Post by nick20404 »

[R-DEV]dbzao wrote:We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.
That's terrible this is actually one of the best suggestions I have heard in the long time. :-|
Darkkas
Posts: 83
Joined: 2009-06-26 20:42

Re: Start times for vehicles

Post by Darkkas »

flying boat gonna save us :mrgreen:
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Start times for vehicles

Post by snooggums »

nick20404 wrote:That's terrible this is actually one of the best suggestions I have heard in the long time. :-|
As long as the last time it was suggested?
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Start times for vehicles

Post by alberto_di_gio »

Just about the start a thread on that.

I back-up this 10 times.

Put an AT kit to one side and a tank to another. I'm pretty sure crewman would get in to the tank, drive over him, get out, bury the body before AT can put a single shot. (Actually I will try this tonight) :lol:

[R-DEV]dbzao wrote:We wanted to do this, but it creates some nasty bugs with vehicles jumping in the air and whatnot.
:-(

How come it works with the helis?
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: Start times for vehicles

Post by Bellator »

Helis and airplanes are very bouncy, if you haven't noticed.
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Start times for vehicles

Post by alberto_di_gio »

Bellator wrote:Helis and airplanes are very bouncy, if you haven't noticed.
Actually no... I notice nothing disturbing. You mean all the time or just while starting?
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Start times for vehicles

Post by killonsight95 »

the helis are like elts say attchetd to the ground before they take off thats why when you try to take off they fall over, so when apc's are attached they attach to well and when you get out before it starting properly it goes boing!
Image
alberto_di_gio
Posts: 534
Joined: 2009-12-11 09:47

Re: Start times for vehicles

Post by alberto_di_gio »

killonsight95 wrote:the helis are like elts say attchetd to the ground before they take off thats why when you try to take off they fall over, so when apc's are attached they attach to well and when you get out before it starting properly it goes boing!
:( no good will come out from this for our poor AT man.
Post Reply

Return to “PR:BF2 Suggestions”