Author Topic: Killshooter  (Read 600 times)

Offline Arlo

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Killshooter
« Reply #15 on: October 09, 2003, 04:29:59 PM »
Being an MA issue ... non-sequiteur as far as I'm concerned. I wouldn't be surprised in the least, though, if TOD had no killshooter. That is ... until gamey types decide to fly TOD and shoot down the friendly AI formations they are entrusted to protect. Even then, I can see HT and Pyro coding in a "traitor" option in which "x dmg on friendly = all friendlies within range designating you as an enemy aircraft .... ground ack and aaa included."

Offline Rutilant

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« Reply #16 on: October 09, 2003, 06:42:20 PM »
Like someone's sig once said..

"The people that whine about killshooter make the rest of us glad it's here."

Offline 6GunUSMC

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« Reply #17 on: October 09, 2003, 06:59:25 PM »
Just make the bullets ineffective

Offline BenDover

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« Reply #18 on: October 09, 2003, 07:06:26 PM »
Quote
Originally posted by 6GunUSMC
Just make the bullets ineffective


oh stfu with that alternative, see my above post for why its not a valid alternative.


Btw Arlo, i remember reading in an interview, i think, that HT said there wouldn't be KS in the TOD, but there would be some sort of penalty system instead.

Offline Arlo

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« Reply #19 on: October 09, 2003, 09:15:02 PM »
Makes sense since player characters (avatars) will be under the threat of getting busted for getting shot down too often. Shootin' friendlies might get one sent to the virtual firing squad. Hehe ... that sounds cool. I mean ... not like it could actually disrupt the arena if a player fires on a friendly (AI or player) then gets shot down by the numerous former friendlies in the vicinity, arrested, tried, sentenced and shot in a series of short animations then is forced to create a new one from scratch. I think I'd be tempted to do it off the bat just to get some funny screenies but then I'd get a bit more serious. :D

Offline SixxGunn

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« Reply #20 on: October 09, 2003, 11:22:40 PM »
KillShooter off- 3-4 friendlies shooting thru each other, ARCADE = Bad

KillShooter effecting who's being shot- Some griefer with revenge mentallity changing sides to kill friendlies, Have seen this before in other sims that tryed the no killshooter idea. =Bad
(Note: The incident was a WELL respected player that had a bad night and decided to seek revenge.)

IMHO KillShooter the way it is forces the player to not only know where his enemy is but also keep track of friendlies in area. I cant remember the last time I Killshootered (if thats a word) myself. If I think another is going to slip in I check fire.
Most people who KillShoot themselves are over the shoulder shooters anyway.
If some players are chasing a con and I have a head of steam on and can catch him I radio on Range voxx i'm coming thru, what side i'm passing on and for them to be ready for him to break turn.


If they do ever change it, which I dont think they will.
They should make it effect the other guy just as in real life.
If you kill him, you lose 500 perks. Damage or wound him 250 perks. Damage not ping. Damage= Pilot wound or parts missing.

Lose 1000 perks  in a session for friendly fire and you are imposed a no fly in that arena for 48 hours.

Offline Sox62

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« Reply #21 on: October 09, 2003, 11:41:53 PM »
Quote
Originally posted by Bolt45
Well , lets take another bit of arcade out of this supposedly
realistic flight sim ...it's very simple..someone cuts in front of
you while you're shooting ..HE gets dinged or killed , just like
R/L  , that will put a stop to alot of that BS ..the more realistic the
better & the dimwit will either learn or burn :rofl



Bolt45



Oh yeah...great solution.

I can see the fragging start already.Who knows,maybe that would bring Rags into the game.

Offline 6GunUSMC

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« Reply #22 on: October 10, 2003, 01:04:11 AM »
Quote
Originally posted by BenDover
oh stfu with that alternative, see my above post for why its not a valid alternative.


 



Geez guy, take a valium... We can disagree without being nasty about it!  I think playing the game as it is now, with the furball mentality (not necessarily a bad thing) Killshooter ruins the gameplay.  If you think that making bullets ineffective (best solution IMHO), or having the bullets kill everything in their path is arcade-like.... Just how realistic are "Boomerang Bullets"?

I suppose this has bothered me more now, because of the number of times it has happened this week as opposed to the past 2 years.

Offline Arlo

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« Reply #23 on: October 10, 2003, 01:21:17 AM »
If you're talkin' bout anything whatsoever changing in the MA (other than possibly it getting some additional plane models ... way on down the road) ... don't hold your breath.

Besides ... here in the TOD[/b] forum we're basically supposed to be daydreaming about Tour of Duty. They'll be two different animals that share a game engine ... for the most part. Which is fine IMO.

Arguing about killshooter in this forum is kinda like arguing about ham sandwiches and bacon-bits a Synagouge cook-out.

Offline BenDover

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« Reply #24 on: October 10, 2003, 06:37:09 AM »
Quote
Originally posted by 6GunUSMC
If you think that making bullets ineffective (best solution IMHO), or having the bullets kill everything in their path is arcade-like.... Just how realistic are "Boomerang Bullets"?

Guess someone didn't read my post.


Quote
Why we can't have a system where the bullets don't do damage to freindlies: Ever played DoD with FF off? You'd find most players don't give a flying **** where a freindly is

There it is, plain and simple, its the same reason that has been given in the countless other threads on killshooter, in fact this topic is so old, it deserves an award.


Offline GunnerCAF

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« Reply #25 on: October 10, 2003, 12:01:51 PM »
If I am the guy who has two enemy behind me and both are shooting at me, I think Kill-Shooter is a good idea.  If one falls from friendly fire, it doesn't mater much to me who falls.

When I am the attacker, it is frustrating to be on the damage end of Kill shooter.  It is good insentive to stay out of gang bangs.  I think it's the best solution.  The only thing I don't like about kill-shooter is you can't frag your CO, a long lost tradition of the CAF :)

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Offline devil22

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Killshooter
« Reply #26 on: October 15, 2003, 12:36:29 PM »
ok 6GunUSMC: here is the thing. a kill shooter in this game, works for one reason atleast. it teaches the player how to keep his or her guns in control at all times. another thing, you say it is arcade like to have your bullets kill friendlies in the area should they hit? i dont know how many people my grandfather helped off of the front lines to mash units and aid stations and back to the states due to friendly fire during WW2. it is not only very plausible but it is down right realistic to have your rounds down any plane given that they hit the right spots on that vehicle. but for game dynamics, it was necessary by hitech to add the kill shooter, so that if i were to shoot a friendly and they were in a perk plane or about to land like 30 kills or something that they dont get penelized for my inept gun control. i have to agree with one every here that says a KS should stay. what you dont realize is how much GD programming it takes to have a bullet rendered ineffective against a friendly but take on its leathality against a hostile unit. i am a programmer my self, and just to program a simple 5 minute game takes over 6 hours work. so go cry in a corner if you think a ks is not needed, or should be made to fit your whims. go grow a brain bud and come back when u can argue a valid point.