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Zylfrax791

Vehicle Possession

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How exactly is the vehicle possession handled now across all the armed vehicles? I thought previously if you claimed the vehicle first then regardless of whomever jumped in you could press that particular function key and it would eject them from vehicle. This morning on Mestia however I jumped into the drivers seat of a rocket techie and before I could leave main another SL jumped in the gunner seat and started trolling by spamming the rockets so I push F2 and it says seat occupied. Finally while I'm reloading he bails and a random gets in the gunner seat and I'm able to eject him.

 

I thought unless you had possession of the vehicle you couldn't get in any gunner's seat... Is this a bug maybe?

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I don't know how exactly it works (i didn't know you could switch places to boot people out of the vehicle), but what i do know from seeing it in play is that any SL can claim anything. So, if i claim a truck as squad 1, there's nothing stopping you from claiming it as squad 2 when i exit the vehicle, which also allows your entire squad to enter it.

 

From your description it seems that it doesn't only happen when a vehicle is abandoned, but also when it is already occupied. In fact, i think i've seen it used that way in a game as well, and the situation we had makes me think it's that way by design and probably not a bug.

 

Our SL claimed a logi to build a FOB but he also had a few of our guys in an MRAP to escort us, so we had empty seats on the logi. Since we were already using 2 vehicles, we didn't want to leave the rest of our team mates walking from main so we offered to take members of other squads with us. The other squad's members entered the same vehicle with us and we drove them up to the front lines, so i guess their SL approved the vehicle for them while we were already in it. If the other SL couldn't approve a vehicle we had already claimed, his guys would have to walk. Or one of our guys would have to take the vehicle back, exit it for them to claim it, and then walk himself because our SL wouldn't be able to approve a ride for him (because the logi would now belong to the other squad).

 

In short:

  1. SL1 claims vehicle
  2. members of squad 1 enter the vehicle
  3. SL2 approves the same vehicle
  4. members of squad 2 can now enter the same vehicle (if there are enough empty seats), regardless of the fact that members of squad 1 are already riding in it

It's one of those cases where it is up to the players to coordinate between themselves to make it useful, while avoiding abuse of the mechanic. It reminds me a bit of that thing my professor used to say during my information security class back in university, "the more secure you make something, the less available it will be".

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I think there is a problem with the claim and the "time to enter" - holding the use key to enter takes a few seconds - 

i think that while you are entering you can have your claim taken by another squad, it is successful because your squad is not in a seat yet.

 

While I own the vic i have noticed that I have to be stationary before I can use the Function keys to shove someone out the door.

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I was thinking about it and i think it's by design to a certain extent. Think of a typical scenario when the helicopters are added to the game. I don't think that having a helicopter as an asset of an infantry squad is going to be optimal gameplay, far from it actually. If members of only one squad can enter a vehicle at any time, that means they would have to take the chopper from main, go out in the field and either abandon it there (same thing that happens currently with logis) or have the pilot fly it back to main, suicide/respawn by console and rejoin with the squad via a rally/HAB with an infantry kit.

 

What i suppose will happen is that a separate squad will be flying the choppers and other squads will be able to climb aboard for an airlift. So, members of separate squads should be able to use the same asset. The helicopter squad will probably be locked to 1-2 people (1 pilot per helicopter), unless players decide to roll with gunners. Back in Project Reality there was a hard-coded limit in the BF2 engine where you couldn't have more than 8 seats in any vehicle, and squads were 8 people. So you had room for a pilot and 7 infantry. What usually happened is that someone held spawn and joined the squad at a rally, while pilots relied on their passengers to use the guns if and when needed.

 

With 9 man squads in Squad this will be a bit different. I remember seeing somewhere (probably on the Squad twitter) that the in-game UH-60M Blackhawk will have 12 seats. That is enough for a full infantry squad, a pilot and 2 gunners, so maybe the gunners will be full-time members of the heli squad. The Squad wiki says that
 

Quote


In real life it can hold 15 people, usually 1 pilot, 4 crew, and the rest passengers.

 

 

but i don't know if we will get that many since some of the roles are somewhat superfluous to the game (copilot and any non-gunner crew).

 

In any case, it will be a real hassle if we have to get into aircrew kits, fly out to the combat zone, have to change to infantry kits in the field and abandon the chopper there. Helicopter use is begging for a dedicated squad to run logi and transport for the duration of the round, with the other infantry squads being able to mount and dismount at will.

 

 

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11 minutes ago, Burningbeard80 said:

I was thinking about it and i think it's by design to a certain extent. Think of a typical scenario when the helicopters are added to the game. I don't think that having a helicopter as an asset of an infantry squad is going to be optimal gameplay, far from it actually. If members of only one squad can enter a vehicle at any time, that means they would have to take the chopper from main, go out in the field and either abandon it there (same thing that happens currently with logis) or have the pilot fly it back to main, suicide/respawn by console and rejoin with the squad via a rally/HAB with an infantry kit.

 

What i suppose will happen is that a separate squad will be flying the choppers and other squads will be able to climb aboard for an airlift. So, members of separate squads should be able to use the same asset. The helicopter squad will probably be locked to 1-2 people (1 pilot per helicopter), unless players decide to roll with gunners. Back in Project Reality there was a hard-coded limit in the BF2 engine where you couldn't have more than 8 seats in any vehicle, and squads were 8 people. So you had room for a pilot and 7 infantry. What usually happened is that someone held spawn and joined the squad at a rally, while pilots relied on their passengers to use the guns if and when needed.

 

With 9 man squads in Squad this will be a bit different. I remember seeing somewhere (probably on the Squad twitter) that the in-game UH-60M Blackhawk will have 12 seats. That is enough for a full infantry squad, a pilot and 2 gunners, so maybe the gunners will be full-time members of the heli squad. The Squad wiki says that
 

 

but i don't know if we will get that many since some of the roles are somewhat superfluous to the game (copilot and any non-gunner crew).

 

In any case, it will be a real hassle if we have to get into aircrew kits, fly out to the combat zone, have to change to infantry kits in the field and abandon the chopper there. Helicopter use is begging for a dedicated squad to run logi and transport for the duration of the round, with the other infantry squads being able to mount and dismount at will.

 

 

Being a pilot is a unique enough role that certain people will be willing to do it for the entire match. Once choppers have been around for a week or so and most people have tried them and crashed a lot then the newness wears off and only dedicated players with skill will use them. There definitely needs to be some built in claiming control associated with the Commander role though.

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45 minutes ago, Burningbeard80 said:

Actually that's not a bad idea. Commander assigned vehicles could be a thing in the future.

Idk, the narrative I've always heard is that the Commander role so far will only be associated with calling in airstrikes etc. with the conventional factions.

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27 minutes ago, Burningbeard80 said:

Yup, the planned features are off-map attacks and UAVs. I was just theorycrafting.

Commander role has been discussed ad nauseum here over the last 4 years and the general consensus is the role should  be virtually powerless in relation to personnel and assets because there would be zero compulsion to follow their orders unless they were given the ability to remove SL's/players from their perspective roles.

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On 25/06/2019 at 12:32 AM, Burningbeard80 said:

In short:

  1. SL1 claims vehicle
  2. members of squad 1 enter the vehicle
  3. SL2 approves the same vehicle
  4. members of squad 2 can now enter the same vehicle (if there are enough empty seats), regardless of the fact that members of squad 1 are already riding in it

Urm i think it goes like this;

 

1. SL1 claims.

2. Squad 1 members can enter and occupy any seat booting non Sqd1 members if present.

3. Blueberries can enter but will have to respect #2 above.

4. SL2 can only claim this if the driver's seat is vacant.

 

Not a 100% on #4 though but im pretty sure thats how it works

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I believe all seats have to be empty for a new claim to succeed. 

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2 hours ago, suds said:

I believe all seats have to be empty for a new claim to succeed. 

You're correct. My point was in certain vehicles as long as you or a teammate are in the vehicle you retain ownership however you can't boot a blueberry out of the gunners seat so they can troll by wasting ammo, giving away position etc. You should be able to boot a blueberry completely out of any vehicle is how the game should be programmed.

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i do this quite often.

 

As I said, I think the vic needs to be stationary before it will work.

 

I suggested the claim issue as it may have been masking your ability to do this, perhaps you did not have a claim on that vic because of what I described.

Edited by suds

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