Author Topic: Killshooter needs some adjustments  (Read 147 times)

Offline zipity

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Killshooter needs some adjustments
« on: April 17, 2002, 10:45:30 PM »
Last night I was up with the squad for a ARD 234 mission.  We arrived over target at 20k and found the field mostly down so moved on to a secondary target.  About 2 min out of our primary, we heard that a fighter hanger had just come back up.  SO...I turned back and salvoed my bombs on that FH.  As I turned for home I watched the text screen for confirmation that I had hit the target.  Thirty seconds later, I saw: "Fighter Hanger Destroyed" then the following line "You have been killed".  A second later I was back in the tower trying to figure out what had happened to my 60 perk points.  There weren't any cons around so unless HTC has added a new feature that randomly blows up your plane, I had to be the victum of killshooter.  I hadn't seen any friendly aircraft on the field so I can only assume that a friendly ground vehicle was hiding out in or near the hanger I destroyed.

Now I can almost understand using kill shooter near air fields to prevent people from the other teams switching sides and blowing up friendlies as they attempt to take off.  Killshooter prevents this kind of deliberate, planned killing of team members.  However it seems silly to think that someone attempting to kill friendlies would do so from a bomber at 20k.  You can't even see the GV icons from 20k.

Killshooter also can be credited for for shooting down bombers and their escorting fighters.  I've seen the following senario many times:  Bombers on the way to target get jumped by cons.  Bomber escorts jump the attacking cons.  As the cons move in on the bombers 6, both bomber gunners and escorts fire on the same con.  Some of the shots hit the con but others miss and hit the team mate resulting, sometimes in both bomber and escort dying.

There is an EASY solution to this last problem, allow killshooter to be engaged or disengaged on an individual basis instead of arena wide.  If a player engages killshooter, any team mate that shoots him, will themselves get shot as it happens now.  BUT when a player disengages killshooter, they run a calculated risk that they'll die by friendly fire.  (a risk i'll take with my squad mates)  A solution to the first problem of the unseen GV is also easy.  The GV that is dumb enough to hide on an enemy field under attack deserves to DIE, DIE, DIE.  (ok so i'm still pissed about last night)  At the very least no one should die from a bomb dropped at 20k, the same way no one dies when a fighter flys through friendly ack fire or when someone on a ship's gun starts blazing away at friendly PTs.  So many folks are worried about Team Killers, but as is seen on most other on line games, team killers earn a reputation which usually results in no one wanting to play with them.

PLEASE FIX KILLSHOOTER!!!

Thanks.

Offline RightF00T

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Killshooter needs some adjustments
« Reply #1 on: April 18, 2002, 12:02:59 PM »

Offline loser

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Killshooter needs some adjustments
« Reply #2 on: April 18, 2002, 03:46:39 PM »
good call zip,


zipity you forgot to mention that GV icons dont show unless you are within a few hundred feet let alone 20K above. I remember dropping 2000lbs of bombs on a GV about 2 weeks ago.

turns out it was friendly but how the heck should i know that

zipity has a valid point here.

Offline Red Tail 444

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Killshooter needs some adjustments
« Reply #3 on: April 19, 2002, 11:40:02 AM »
Regarding friendly fire, it comes with the turf, fellas...ask the Canadiens in Afghanistan, or our boys in the Mideast...I dont drop eggs on GVs until I get an icon and if I hit a hangar and kill a friendly in the process, I only hope he didnt die in vain. My gunnery is crapola, so I on occasion ping myself in a furball...and I am sure others are pinging themselves too..sucks to be them, sucks to be me :)

I know it sounds cruel, but...dems da breaks!

Gainsie

Offline DmdNexus

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Killshooter needs some adjustments
« Reply #4 on: April 19, 2002, 01:38:06 PM »
Why is kill shooter the way it is?

The Problem:  How to prevent obnoxious players from switching sides and shooting allies.

Possible solutions:
1. Perona Non-Grata after so N friendly kills. The problem with this is that it doesn't stop a player from switching sides and being a spoiler at a crucial moment.

2. KillShooter: This works, but it also penalizes players when a buddy jumps infront of them.

3. Blanks: When shooting at a friendly,  the bullets become blanks. This works. Why not do this? Of course this approache would make gangbangs safe for the gangbangers. Alright see the next item.

4. Minor damage: i.g. Ping Target no damage, 25% shooter: Why not distribute the damage this way. Ping the target and apply no damage, and at the same time give 25% damage back to the shooter. This is enough to let both pilots know someone is in the way of the other, and it is not so much as to allow an obnoxious player to do any damage.

DmdNexus

Offline zipity

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Killshooter needs some adjustments
« Reply #5 on: April 23, 2002, 02:45:56 AM »
I can understand how a side changer could spoil your day at a critical moment, but if they're going to do something like that they're not going to take a bomber up to 20k to do it.  Think of is this way, if you're in a fighter and see a dot that's not in icon range yet, you shoot at it and manage to hit it (I know that's out of gun range) you shouldn't die from killshooter because you couldn't tell it was a friendly.  Same holds true with bombers and attack planes, if you're above 4k in alt. you won't see a GV icon, so if you happen to hit one with a bomb you shouldn't die from killshooter.