Author Topic: Player respawn timer  (Read 405 times)

Offline INexx

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Player respawn timer
« on: August 21, 2009, 02:48:27 PM »
I hear a lot of murmuring about the HO and suicidal type maneuvers, at the risk of running off player’s, it would seem a great deterrent for these types of tactics to have a re-spawn timer in place.
I suggest having to actually ride down the silk and players can then re-up after they touch down. For those that want to smack the mud at terminal velocity the code opens your ‘chute at 1500 anyway. Bail at under 500 and it’s a death time out. (see next paragraph)

The game already has a bail, ditch, capture, and death stat. Use this to determine the timer. EX:

Bail- As soon as the player is on the ground he can re-up. Subject to enemy strafing your chute might have to put a protect on that for game play.
Ditch-  Proximity to Friendly Base equates Re-up time. Say 2min+ distance to base to simulate a pilot recovery. This may well deter the drop eggs and bail crap I see bombers pull all the time. Also opens this up for SARS type mission to pick up pilots.
Capture- Same as Ditch but a more lengthy time.
Death – A collision death should flag both colliders and if perishment occurs on that sorty then both are hit with a 5min re-up. Regular kills would equate to the parachute ride down from Alt. Code may be a trick to simulate but an alt check at death could fire off the timer.

Delaying the pilot may sound harsh but I believe it will give the crazed suicides something to think about while they watch their buddies fly. My only concern is the blatant misuse of this by ramming all the time. Maybe a piece of ram-code to detect abusers, 5 in a hour and you’re flagged. And yes I have run up the back of a bomber from a dive, pulled up into aspect 0 targets etc, it happens but I try not to do it as a tactic.

These rules would apply differently to the GV side of course as they already have a built in timer due to drive time. In fact I would leave them they way they are. 

I know it’s a game but the ace pilots and HO masters are a serious threat to the true enjoyment of my errr THE game>)
 
And after all, the topic is WISH list.
 

CHK 6

INexx out

Offline LLogann

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Re: Player respawn timer
« Reply #1 on: August 21, 2009, 02:51:12 PM »
Not here, not this game.... Nope

Make people paying money, wait, to play the game they spend money on.

Bad for business.

See Rule #4
Now I only pay because of my friends.

Offline PewterC5

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Re: Player respawn timer
« Reply #2 on: August 21, 2009, 02:51:47 PM »
No. It takes two to HO. Feel free to move your stick first.

Offline Saurdaukar

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Re: Player respawn timer
« Reply #3 on: August 21, 2009, 02:55:56 PM »
Against.

We already have a respawn timer: flight time to fight.

Besides, any attempt to elevate the "undesireable" aspect of dying will only result in an increase in fight avoidance, which is already as high as Ive ever seen it.

Offline INexx

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Re: Player respawn timer
« Reply #4 on: August 21, 2009, 03:00:00 PM »
Most MORPG have some kinda delay of play at death , corpse runs , ghosting till u get back to your corpse etc etc. Works for Blizzard and Sony... and they have alot more registered users.


And PewterC5 , its not about a game of chicken, does anyone know what ACM is?



Offline Ack-Ack

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Re: Player respawn timer
« Reply #5 on: August 21, 2009, 04:22:15 PM »



And PewterC5 , its not about a game of chicken, does anyone know what ACM is?




Question is do you know what ACM is?  And as Mazz pointed out, all it would do is promote timid flying which we already see in spades in game.


ack-ack
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Offline Enker

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Re: Player respawn timer
« Reply #6 on: August 21, 2009, 05:08:41 PM »
Most MORPG have some kinda delay of play at death , corpse runs , ghosting till u get back to your corpse etc etc. Works for Blizzard and Sony... and they have alot more registered users.
Yes, but their games are digital versions of crack, and have pimply teenagers spending forty hours a week online, at minimum, in order to have digital bragging rights. Also, this isn't a MMORPG, but a MMOWW2CS. Besides, why would I want to see the corpse left behind when I get picked?
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... FOR TEH MUPPET$ TO PAD OUR SCO?E N to WIN TEH EPIC WAR OF TEH UNIVERSE We MUST VULTCHE DA RUNWAYZ N DROP UR GUYZ FIGHTERZ Bunkarz Then OUR SKWAD will Finarry Get TACTICAL NOOK for 25 KILL SCORE  STREAK>X

Offline SmokinLoon

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Re: Player respawn timer
« Reply #7 on: August 23, 2009, 09:59:45 AM »
I kinda like the idea of collision timers, regardless of who rammed how.... avoid the collision at all cost.  That, and timers for bombers pilots who bail without any dmg done by a player.


Yeah yeah... I can hear it now.  But, what is the harm in at least trying it for a month or two.  :)
Proud grandson of the late Lt. Col. Darrell M. "Bud" Gray, USAF (ret.), B24D pilot, 5th BG/72nd BS. 28 combat missions within the "slot", PTO.

Offline Bronk

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Re: Player respawn timer
« Reply #8 on: August 23, 2009, 10:20:10 AM »
I kinda like the idea of collision timers, regardless of who rammed how.... avoid the collision at all cost.  That, and timers for bombers pilots who bail without any dmg done by a player.


Yeah yeah... I can hear it now.  But, what is the harm in at least trying it for a month or two.  :)

 :rofl penalize the guy who avoided the collision. :rofl
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Offline Vudak

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Re: Player respawn timer
« Reply #9 on: August 23, 2009, 11:24:28 AM »

We already have a respawn timer: flight time to fight.


This sums it up perfectly.
Vudak
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