Easy fix for "Cartillery"

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  • BadToad

    #16
    Re: Easy fix for "Cartillery"

    Originally posted by Churrasco
    Please, don't remove this new "feature"
    I killed tanks, helos and planes with this thing already :p

    Lots of fun :laugh:

    Ohhhhh, you are SO gunna be flamed now......
    :ar15:

    Comment

    • .Churr.
      Member
      • Nov 2005
      • 1166

      #17
      Re: Easy fix for "Cartillery"

      Originally posted by BadToad
      Ohhhhh, you are SO gunna be flamed now......
      :ar15:
      Yeah, I know but I think it'd be unfair if I didn't use them.

      I was in the tank when I got killed by a Vod and plus, it killed some noob too and I got a TK Punish. This happened twice. This "vehicle drop" idea is dumb, but now that it exists, don't change it anymore.

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      • major_woodydc

        #18
        Re: Easy fix for "Cartillery"

        Originally posted by =IMO=THJones
        it would be cool if when you killed someone with cartillery the server said like:
        =IMO=THjones killed by cartillery
        instead of is no more
        LoL
        LMAO Petition dice for an official release on this matter ASAP :laugh:

        Comment

        • Dethred

          #19
          Re: Easy fix for "Cartillery"

          This thread is retarded. Do you really think a programming team that can't fix the red tag bug is going to be able to impliment no drop zones without creating ~20 more bugs for the game?

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          • WarGimp

            #20
            Re: Easy fix for "Cartillery"

            Unfortunatly, the idea of "no drop" zones is far from easy. It would require a whole new layer of checks and interface to be implemented.

            The concept of adding variation in drop location is much more solid.

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            • govedob

              #21
              Re: Easy fix for "Cartillery"

              I'm a lawyer, not a programmer, but if DICE/EA could devolop a game of these proportions, I would imagine that they have enough talented people capable of fixing one of the biggest issues with 1.3. So far, limiting the number of drops and drop areas seams like a good start, and must be addressed regardless of the fact how hard it is to write the code for it.

              Comment

              • WarGimp

                #22
                Re: Easy fix for "Cartillery"

                It's not a matter of it being possible for them to do it, it's a matter of it being practical.

                I personally doing think "no drop zones" is the idea solution for a number of reasons:

                Variation in Drop fixes more "abuse" than No Drop Zones.
                Not only does it adress dropping on runways/rooftops (fixed and specific areas), but it limits the abusive behaviour overall. It simply wouldn't be reliable and thus wouldn't be popular. At the same time, it still allows for desperation/fluke success. Those big flukes can be highly entertaining.

                Variation in Drop is simple, No Drop Zones is not.
                Adding variation to a variable is reasonably simple. It should take no more than a couple lines of code. Creating a whole new No Drop Zone system would be a major development. You have to make a system for designating no drop areas, re-do every map to include them, and come up with the system for checking zones in real time. Likely a could hundred lines of code. This is a bad thing.
                Not only do all those extra lines of code take longer to write (and thus become expensive), but it give a higher chance for bugs to creep in. With that many new lines, the chances for conflict also increases and new bugs can form.

                So... logicly if you were in charge, which way would you go?

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                • Harmor

                  #23
                  Re: Easy fix for "Cartillery"

                  Originally posted by govedob
                  I'm a lawyer, not a programmer, but if DICE/EA could devolop a game of these proportions, I would imagine that they have enough talented people capable of fixing one of the biggest issues with 1.3. So far, limiting the number of drops and drop areas seams like a good start, and must be addressed regardless of the fact how hard it is to write the code for it.
                  The problem is no-drop zones the problem is that they are deadly accurate.

                  Just add a +/- 5 meter random variance to the drop in a random direction. If the commander's cartillery dropped 5 meters away in a random direction each time he can't use it like he does today.

                  You could, in addition, make it so you can't drop it on targets with Elevations > 0 (not on the ground layer). The top of a hill is ground and thus Elevation 0. The top of a building or the top of artillery is > 0 thus not allowed. The Essex is floating in water way above the ground thus > 0 and not allowed.

                  Its really that easy.

                  Comment

                  • WarGimp

                    #24
                    Re: Easy fix for "Cartillery"

                    Harmor, I think the variation is enough to stand on it's own. Adding a restriction based on elevation is again adding something new to the system and for the same reasons I outlined above, we really don't want to be suggesting that.

                    Comment

                    • Panzerfaust Monk

                      #25
                      Re: Easy fix for "Cartillery"

                      Originally posted by govedob
                      I'm a lawyer, not a programmer, but if DICE/EA could devolop a game of these proportions, I would imagine that they have enough talented people capable of fixing one of the biggest issues with 1.3.
                      HAHAHAHAHA!!!

                      Please tell me you're joking!

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