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Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 17:52
by Acemantura
I looked 'er up in the ***, only limited pilot kits pertaining to aircraft numbers.
What I want are pilot kits that are like the officer kit, with and without optics. Only instead of selecting optics, you select types of vehicles, transport (Left-Click) available all the time and Attack (Right-Click) when the server population prerequisite has been met.
For instance, on Muttrah the other day, I thought I would grab a pilot kit and take the cobra for a spin. I killed the entire enemy team, and killed the server.
So just like there is a population limit on Rifleman AA, i would like there to be a population limit on heavy crewman and attack aircraft pilot kits, until there are, say, 15 people on each team, or whatever would help gameplay.
Unless, of course, this suggestion has already been implemented, and I get a DEV wink (I haven't seen one for a while), i think that this would put an end to wasting assets and actually populating servers by letting people know that their team is actually doing something and by letting the other team breathe easy knowing they wont get wanged by heavy bird, such as the cobra.
Peace
Ace
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 18:10
by snooggums
If you limit pilot kits that also means that transport pilots on Muttrah and Jabal won't be available to drop crates until a certain population is in, nullifying a majority of that team's asset options.
You could always suggest to the server admins to enforce a no attack choppers until X players rule or just have a gentleman's agreement with other players on the server.
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 18:26
by Acemantura
This limitation does not refer to transport helicopters or transport vehicles, (If they exist). This only applies to the heavy ticket assets like tanks and attack aircraft.
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 18:28
by Harrod200
snooggums wrote:If you limit pilot kits that also means that transport pilots on Muttrah and Jabal won't be available to drop crates until a certain population is in, nullifying a majority of that team's asset options.
You could always suggest to the server admins to enforce a no attack choppers until X players rule or just have a gentleman's agreement with other players on the server.
He's suggesting a split between attack helis and transports, so that at low player numbers, only the transport pilot kit is available, so there are no attack helis about to unbalance it, and attack craft kits only become available when server population is > X
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 18:42
by Dev1200
This sounds good, that way games will be much more fun without a bunch of people just rolling tanks =o
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 19:09
by snooggums
Harrod200 wrote:He's suggesting a split between attack helis and transports, so that at low player numbers, only the transport pilot kit is available, so there are no attack helis about to unbalance it, and attack craft kits only become available when server population is > X
If you look as his post the edit that took place after my post added in that different kit for attack and transport detail since it was not there originally
I still don't like it as it means that servers that don't care about X people before asset Y would be restricted instead of allowing a server to make their own rules. I would sure prefer the option to have a fun 3v3 armor battle (ie 6 on each team) and a gentleman's agreement to not to take flags while waiting for the server to fill up.
Also note the suggestion is based on something the OP did voluntarily, he could easily have just not done that, or as a server administrator he could easily make his own 'no heavy assets until X population' rule like most server have a 'no squads till 1:30' or 'no baserape' rules.
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 19:38
by Rissien
Creates more a problem if asshats steal the kit preventing the actual pilots from doing their job.
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 20:10
by Cheditor
It sounds good but say one team has just the right amount of players to use a tank and other side cant get that 1 more person, then one side has a tank, other doesnt.
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 20:19
by TheLean
[R-COM]Cheditor wrote:It sounds good but say one team has just the right amount of players to use a tank and other side cant get that 1 more person, then one side has a tank, other doesnt.
Well then set the required amount of players one person less than you originally thought and this will never happen. Am I the only smart one here?

Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 21:05
by Acemantura
[R-COM]Cheditor wrote:It sounds good but say one team has just the right amount of players to use a tank and other side cant get that 1 more person, then one side has a tank, other doesnt.
The python code for the private setting dictates the amount of players needed for each kit, I dont think it should be an issue, if it is limited in the same way as a hat kit or marksmen kit.
Lean, they tell me I have an ego issue, but I'm still better than everyone else.
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 21:21
by Acemantura
snooggums wrote:If you look as his post the edit that took place after my post added in that different kit for attack and transport detail since it was not there originally
Yeah I took another look at it, my posts never seem as clear to others as it is to me.
snooggums wrote:I still don't like it as it means that servers that don't care about X people before asset Y would be restricted instead of allowing a server to make their own rules. I would sure prefer the option to have a fun 3v3 armor battle (ie 6 on each team) and a gentleman's agreement to not to take flags while waiting for the server to fill up.
I would like to believe that PR forces players to think about their team instead of themselves. This would be one way to do that. A gentleman's agreement doesn't always hold together, and especially when you are trying to populate a legitimate server. This is for real servers that are not for training or for screwing around, that would like to get popped without hindrance from asshats and n00bs.
snooggums wrote:Also note the suggestion is based on something the OP did voluntarily, he could easily have just not done that, or as a server administrator he could easily make his own 'no heavy assets until X population' rule like most server have a 'no squads till 1:30' or 'no baserape' rules.
Making rules are one thing, having no admins to enforce rules is another, and having to kick an asshat for not following server rules may get you a higher quality-player averages, but lower server population.
This entire post is entirely about entirely removing opportunities for asshatery while simultaneously forcing asshats and n00bs to either evolve into better players or leave the mod...entirely.
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 21:27
by TheLean
acemantura wrote:The python code for the private setting dictates the amount of players needed for each kit, I dont think it should be an issue, if it is limited in the same way as a hat kit or marksmen kit.
Lean, they tell me I have an ego issue, but I'm still better than everyone else.
Hehe, its kinda funny you didnt see it was a joke because of the utter stupidity and the smiley.
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 21:33
by Acemantura
TheLean wrote:Hehe, its kinda funny you didnt see it was a joke because of the utter stupidity and the smiley.
ROFL!
Yep I couldn't tell, perhaps sarcasm is just lost on me ->

<-
Anyway, what do you think of the idea?
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-23 22:10
by Alex6714
acemantura wrote:
This entire post is entirely about entirely removing opportunities for asshatery while simultaneously forcing asshats and n00bs to either evolve into better players or leave the mod...entirely.
What are you trying to say here? Anyone who uses a tank with less than 15 players on his team is an asshat? Whats that got to do with it? Have you ever thought that some people like to have tank battles or such with the few people on the server? You can have some quite epic hide and seek battles with a couple of tanks on each side while the server fills.
Trying to force people to think about the team and help them is like trying to force a monkey to fly. You can put him in a plane and drop it into the sky from 30,000 feet, then pretend for the 3 minutes he is heading towards the ground that he is flying but thats not really what you want.
I can understand you don“t want to be killed by a tank when there is only 8 people on each team and 2km or more of map to hide in, but thats something you agree with the other players.
If infantry is so important as everyone says it is then 8v6+tank should be no contest, all you have to do is actually hide when the tank comes your way.
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2009-12-24 02:10
by Acemantura
No I didn't say that everyone who has awesome tank battles are asshats, I said that this is to stop asshats from expecting to waste assets such as the Cobra or a tank, and more importantly, stopping people, such as myself, from grabbing a heavy asset and blowing the other team away, who can only request a LAT or or an LMG. Because we all know its fair when a cobra can hunt little MEC's who are only going
Can this be a server choice, outside of the private.py?
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2010-04-11 06:59
by Acemantura
NECRO!
I love how no one responded. Come on DEV's what do you think?
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2010-04-11 09:45
by freeway
i see no fun playing this game anymore , ppl are trying to have fun but first the new RPs then the new FOBs system + lagging and now this ? what is next ? every1 who wants to fly has to have a license ? acemantura i like your idea but this is a game , pls let ppl breath . in 0.85 and 0.87 we had non stop actions battles and now what do we have ? THE game is getting boring and less actions + more of waiting and walking . if we could go back to 0.87 yeah only IF , missed the old days
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2010-04-11 11:12
by killonsight95
i support the idea. +1
the reasons i think this is good are because you can limit the kits to server population rather than team population.
Also this is needed for balence purposes defo the pilot kit one since attack helos are extremely annoying at the best of times and just very stupidly over powered at the start of the round if theres only like 8 people on each team
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2010-04-11 12:03
by Smiddey723
This would be a good idea but quite annoying if you select the wrong type of kit then have to wait another 2 mins
Re: Limitation by Server population, for Crewman and Pilots
Posted: 2010-04-11 22:18
by HAAN4
Harrod200 wrote:He's suggesting a split between attack helis and transports, so that at low player numbers, only the transport pilot kit is available, so there are no attack helis about to unbalance it, and attack craft kits only become available when server population is > X
Yeahhh thats right, it is what he mean, a good sujetion. balace is always good.