Friendly fire? yes or no
#201
Posted 24 June 2012 - 06:21 PM
#203
Posted 24 June 2012 - 06:33 PM
#204
Posted 24 June 2012 - 06:36 PM
You pay the damage you've done from your rewards at the end of the round. And if you hit friendly too often in a short amount of time, you turn 'blue' and everybody (friends and enemies) can shoot you, free of charge... After a few days (a week, not sure), a 'blue' player return normal...
#205
Posted 24 June 2012 - 06:42 PM
#206
Posted 24 June 2012 - 07:13 PM
BFalcon, on 24 June 2012 - 05:26 PM, said:
Sadly, having played CoD 4 and BF:1942, you do get idiots who like to TK - the favourite in BF used to be shooting people waiting for vehicles - luckily not something that we need to worry about. You might get someone intentionally cripple a friendly mech to stop them getting the last kill or something. People are weird.
My suggestion, above, was trying to be as fair as possible to accidental incidents as possible (the XP hit from the damage caused should be slight and the cash hit kinda realistic, as your CO probably wouldn't look too kindly on your having done it and a merc unit might well dock you some pay to pay for it) while being strict with those who'd do it too much.
In order to get negative XP on the mission, you'd need to be constantly shooting friendlies and not actually helping with the mission - hardly indicative of an accidental incident, hmm?
There are less than savory characters that teamkill on purpose. They either just can't stand a player or their fun comes from ruining it for others. But, as was mentioned, there will be lots of unintentional hits in the beginning (and new players will continue make appearances so it will never completely go away). An XP penalty scaled to the ratio of damage done to a friendly unit with a flashing message on the screen "don't shoot teammates" lol would help the learning curve go faster...
#207
Posted 24 June 2012 - 08:00 PM
#208
Posted 24 June 2012 - 08:04 PM
#209
Posted 01 July 2012 - 04:08 PM
But seriously, I always felt that for those who are responsible players, FF adds the need to be more careful where you aim. It just makes everything more realistic.
As for those that want to abuse it for fun and frustrating others, there should be a Cbill penalty and maybe for repeat offenders also an XP penalty. Maybe this could even be controlled via votes from the "offended" team mates at the end of a match? I think this could discourage too excessive abuse...let's not forget about the ostracizing effect being called it in forums.
#210
Posted 01 July 2012 - 04:23 PM
Overlapping fields of fire
Incoming fire has right of way
DONT RUN IN FRONT OF THE ATLAS
20LRMS's in the *** will hurt
Dont run in front of mechs involved in a firefight
On a more serious note. This is a sci-fi simulator and we will play it with full realism. After all, if we remove friendly fire why not remove heat management, ammunition explosions or for that matter ballistic ammo storage.
I mean, really...We either play the game the way it is supposed to be played or we play TF2.
Which reminds me about my Arena Madcat with X6 clan heavy flamers...=P
#211
Posted 01 July 2012 - 04:29 PM
Alfred VonGunn, on 21 June 2012 - 02:55 PM, said:
Actually it should be tracked and if it happens ALOT then a penalty... Example.. I am firing LRMS from over the hill at the Atlas.. Someone on my team in a Hunchie closes in to shot the Atlas and walks into the fall of my LRMs.. why should I be penalized for that? But if someone is hitting friends with direct fire weapons over and over.. then yes..
Agree 100%. Let us be honest. In a "professional" team that drops often together there will always be a commander in charge. If there will be LRM fire it is his job to make sure that nobody wanders into the fire zone. Should that happen anyway then he is either not good at his job or the guy could not listen. I think the only issue of FF comes with those willing to abuse it...and I think other games have found good solutions for that that I am sure the developers will use as guidelines.
#212
Posted 01 July 2012 - 04:33 PM
Sun Tzu, on 01 July 2012 - 04:29 PM, said:
You always knew if you screwed up in EVE online...when 200+ FRIENDLY battleships locks you and within 10 seconds you are spacedust.
#213
Posted 01 July 2012 - 04:35 PM
#214
Posted 01 July 2012 - 04:37 PM
#215
Posted 01 July 2012 - 04:42 PM
#216
Posted 01 July 2012 - 04:43 PM
#217
Posted 01 July 2012 - 04:46 PM
Min0taur, on 24 June 2012 - 06:36 PM, said:
You pay the damage you've done from your rewards at the end of the round. And if you hit friendly too often in a short amount of time, you turn 'blue' and everybody (friends and enemies) can shoot you, free of charge... After a few days (a week, not sure), a 'blue' player return normal...
Yer.. something like this. The lingering blue status only happens after your "Global" teamkiller status gets high enough though. In a single battle you can potentially turn blue but it will reset after the battle is over if your global status is low enough. Basically you can TK (by accident of course) during the match and it adds to your global score as well as the current match score.. but until you become a serial TK'er you are ok..
Accidents happen.. especially with long range weapons and occasionally when the battle gets fast and furious.. so penalties need to reflect that and I'm sure the devs have established rules to that effect.
#218
Posted 01 July 2012 - 04:49 PM
Edited by ccso237, 01 July 2012 - 04:50 PM.
#219
Posted 01 July 2012 - 05:01 PM
In Combat Arms most games are played without FF and you do see alot of unrealistic game play (i.e. shooting through someone to get a kill). Its something you don't notice much until you play a game with FF on and then because players aren't use to it all kinds of problems arise. For me my mistake is stepping out into the line of fire of someone else and getting hit in the back. Of course I know it was my fault and I don't blame my teammate for that, but I imagine in heat of battle someone else might not see it that way. In those cases how could you tell who was right.
So FF on, off or a match choice I'm really not worried I'll play this game by whatever rules the devs decide upon. My hope for this community is that we not let our temperature rise to critical levels when some makes the mistake of taking a "Danger Close" shot and hits us, but instead take the time to educate his lance mate on the proper time of when and when not to take the shot. We as a community must remember some players have neither a background in weapons, proper aiming techniques, firing arcs or spead patterns. Then there are those who will pilot mechs in our ranks who just don't have the skills to move and shoot at the same time. How we treat / teach them will go a long way to determining what kind of experience they, you and I have in the future.
Living the Victory,
CmdrSpider
Edited by CmdrSpider, 01 July 2012 - 05:05 PM.
#220
Posted 01 July 2012 - 05:02 PM
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