Author Topic: Killshooter.. An idea that's outdated [continued]  (Read 223 times)

Offline SC-Mutt

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Killshooter.. An idea that's outdated [continued]
« on: January 09, 2002, 10:12:00 AM »
The other thread was getting too long, sorry.

But here's my idea for a viable soloution that may work for all;

leave killshooter intact, but instead of instant death, give the shooter a 1 or 2 second gun freeze, coupled with a full screen warning of impending doom following the next burst.

ALSO; allow the shooter the use of a 'Check six' variant. Something like:

"HEY DOUGHHEAD!! remove yourself from my gunsights, Or I'll let the guy behind me KILL YOU!!"


Whadda ya think??   :D

S!

Offline lemur

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Killshooter.. An idea that's outdated [continued]
« Reply #1 on: January 09, 2002, 06:45:00 PM »
That's better than what we have, but less than ideal.

I still prefer the 'friendlies take damage' model.

Set up a system where you loose ammunition priveledges for a set period of time if you go over a certain number of Friendly fire incidents.

Maybe even take into account if there are enemies around at the time or not. If no enemies around you become an INSTANT persona non grata, if there are many enemies around you get fewer 'black marks' against you.

Mind you, this should be an arena setting so you can run things as they are now, or run them this way (for combat theater / scenario play)

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Offline Tac

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Killshooter.. An idea that's outdated [continued]
« Reply #2 on: January 09, 2002, 08:21:00 PM »
"I think a better solution would be to put some kind of "hit counter" for the killshooter. Say, if X # of rounds hit a friendly, killshooter "activates" and blows up the offender. Otherwise, both planes are undamaged. This would prevent the problem of people flying in front of you to steal your kill and having YOU getting killshot!
Example:

green1 following red1 , distance is d400.

Green2 barges in to steal the kill, flies in front of green1 and starts shooting at red1.

Green1 was firing MG's when green2 dived in and hit green2. The game counts how many bullets hit green2. Count is below the X #, no killshooter happens.

Later on green2 is a bigger jerk and thinks its funny to shoot his own side, he fires a good burst at a friendly, count is above X #, he gets killshot.

It would also be very usefull if friendly collisions were ENABLED above 800ft. Below 800ft they'd have to be disabled to accomodate people landing and taxiing or large groups taking off together, but above 800 , they would collide.

This would also prevent the "fly through friendly plane" to steal the kill AND killshoot the guy he's stealing the kill from."

From old, long post  :)

Offline SC-Mutt

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Killshooter.. An idea that's outdated [continued]
« Reply #3 on: January 10, 2002, 04:57:00 AM »
Thx guys;

My goal here was twofold really;
The first being not to overcomplicate things by placing ALL the SA responsibility on killshooter. (ie:If it's reasonable, believeable, and realistic, MAYBE HTC will consider it).

Second; use the "KISS" principle. Mainly to insure that our 'snowball' actually DOES have a 'chance in hell'. [hehe]

Granted, I got a bit carried away in my earlier explanation of my idea. AND the current system DOES work. It is simple and effective. But the design's simplicity leaves it wide open for unchecked abuse by stupid, and / or greedy people.

When I was in the Army, I spent LOTS of time moving around with my finger next to the trigger of a loaded weapon. surrounded by friends who did too.  And believe me, We were ALL PAINFULLY aware of who stepped in front of us, and vice versa. But once you took aim and fired at the ENEMY, Anyone stepping into that line of fire, Would certainly be shot. period. Hope for minor injury, But expect to die. Responsibility lay with the guy who moved into that line under his own power, Not the guy who mentally locked on an ememy tgt.

So my suggestion is that we keep the killshooter, But give a guy a break. ie: youre firing all ya got into a legit tgt.
green#2 swoops into ur line of fire. You're a responsible guy, and ya let go the trigger, But not b4 green 2 takes a burst.

(HERE WE INSERT WARNING TO BOTH PARTIES ???)

No harm no foul.  But if grren 1 hits green 2 again, he dies. (IMO, at this point, Green 2's icon should begin to flash yellow>blue>white as channel 6 broadcasts the news of his dastardly deed for all to see)

Also, A "OUTTA MY WAY YOU &^%&^& KillJumpin' &^%!!!!"  Button would surely help reduce the amount of profanity that would otherwise end up on the open channel at this point.

All BS aside, A simple 1 burst break, and a "GET OUTTA THERE!" button, couldn't hurt anything, And it just might stop blatant abuse of the system.

Thanks;

S!

Offline tofri at work

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Killshooter.. An idea that's outdated [continued]
« Reply #4 on: January 10, 2002, 07:13:00 AM »
Most times I "activate" the killshooter on strafing or vulching, when a friendly flies over my target.  :rolleyes:
Thaat is bad luck for me, but on the other hand most times I was just too greedy and didnt stop firing.

But I understand the problem of these killstealer, who wait aside until you drew your con down to the deck to set their pony between you and your target. (strange, why do I mention a pony? Does it have something to do with the 5 assists yesterday?)


Lets do it by the bible!

eye for eye.

If you shoot on a friendly, both will get the damage. The one who shot, will be more careful next time and the other will think twice before he goes between two fighters.

This will be not fair in all cases, but thats life.

  ;)

Offline MANDOBLE

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Killshooter.. An idea that's outdated [continued]
« Reply #5 on: January 10, 2002, 07:39:00 AM »
IMO, the best way is to empty the shooting plane ammo clips. You shoot a friendly, you have no ammo. So you need to RTB and rearm if you want to keep shooting your mates   ;) .

I like the idea of activating the KS after some hits, not just the first one.

Offline Wotan

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Killshooter.. An idea that's outdated [continued]
« Reply #6 on: January 10, 2002, 08:15:00 AM »
look killshooter is needed to keep you spray and pray dweebs from firing over the shoulder of a friendly that is close and engaged.

If you are at d200 ridin a nme then any slight evasive by the con can through your aim off if no ks you will have 5 dweebs at d750 are firing like mad with no regard to you. The odds are they will get the kill.

Folks in the main even with ks on have a tendency to fire over some1 shoulder.

Killshooter is needed to

1. keep friendlies from killin their mates in front of them

and

2. Keep the spray and pray dweebery in check

How do you do that?

by making each off us responsible for pulling the trigger.

Killshooter only hurts you when you pull the trigger. Its up to you to make sure yo have a clear and unobstructed shot.

Granted this leaves the possibility that a "friend may cut you off" but its better then spray and pray madness and getting shot by ur friend when you have the shot.

Killshooter is the best compromise. It aint gonna change so deal with it.

This topic has beat beat to hell and back since i've been in AH (2 1/2 years).

Just like colisions here its the best that can be done given the nature of "main arenas"

Let it rest


freeze shooter doesn't stop spray and prayers they will still spray and so what if their guns freeze especially if they get a kill. They would just replane.

Offline Sling

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Killshooter.. An idea that's outdated [continued]
« Reply #7 on: January 12, 2002, 11:44:18 PM »
Amen Wotan.....I agree whole-heartedly.  I know it sucks to get killshootered but its still the best compromise IMO.

Offline Reschke

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Killshooter.. An idea that's outdated [continued]
« Reply #8 on: January 13, 2002, 12:53:17 AM »
Well I still like it off but that is just my opinion.

What I don't like is the boys who start screaming about people that are attempting to steal kills. When the party in question has made a mistake and compressed a 109 in a dive to get away from a bad guy. :D Then happen to cross the bullet path of a spray and pray dweeb who is shooting from over 1.0K+.
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Offline milnko

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Killshooter.. An idea that's outdated [continued]
« Reply #9 on: January 15, 2002, 10:09:26 AM »
Please define kill stealing.

As I've read it here in this thread, many feel that kill stealing is diving in on a con that someone has saddled up on, and takes the kill from them.

I don't see that as kill stealing.

If it was "your" kill, then ya woulda killed the con.

Kill stealing IMO is when ya de-wing or de-rudder a con, he's going down, and someone frags him some more to score more damage hit points than you did and gets awarded the kill.

Offline SC-Mutt

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Killshooter.. An idea that's outdated [continued]
« Reply #10 on: January 15, 2002, 05:30:48 PM »
I'm NOT trying to eliminate killshooter !! NO WAY!!

Only proposing a simple to implement, (I hope), way to avoid INSTANTLY killing the shooter!   For those times when, (for WHATEVER REASON),  a friendly suddenly, and w/o warning, appears in your bullet stream.

I propose that in the above situation; Those first few 'hits' on a friendly plane from the shooter, should NOT invoke KS. (Warning Optional?)

That if the SHOOTER stops firing, or breaks off, IMMEDIATELY, then No Harm, No Foul.

(Tho I would like to see the shooter be able to slam the offender with a button press, But hey, I know it's only a dream:))

IMO, Killshooter IS the best thing going.  I just think it needs a variable for those "Just in case" situations.  

S!

Offline icemaw

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Killshooter.. An idea that's outdated [continued]
« Reply #11 on: January 17, 2002, 02:29:15 PM »
Ok I know the kill shooter may be necessary to stop the spray and pray. Also to stop people changing countrys and shooting down whole formation of planes and or goons just about to capture a base.
 What I do when joining the fight with another country man is give
him a check 6 to let him know I am there.
  This can sometimes confuse the other pilot making him think another bog is on him.
 What do you guys think of a check 6 button that says attacking your target. This would alert him of your intentions and make him aware to check his fire or lose parts of his plane.
  There is nothing more frustrating than just as you are about to
kill a target and someone who you dont even know is there jumps in front of your guns and you die. Its not fun its not fair and its not accurate to the real world.
 But thats just my opinion I could be wrong:eek:
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