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| Battlefield 2 - Ranked Vanilla General discussion for Battlefield 2 Ranked. |
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#31 (permalink) | |
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Join Date: Jul 2005
Location: Ottawa Valley
Posts: 6,154
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Re: Communicating after you're dead
Quote:
I guess that's a sandbox topic. ![]()
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Peace through fear... since 1947! |
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#32 (permalink) |
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Join Date: Jun 2005
Location: Mechanicsburg, PA
Age: 26
Posts: 3,935
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Re: Communicating after you're dead
I wasn't the first to bring up America's Army or Ghost Recon. Both games that the TG Game Club happens to play on Sunday nights.
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#33 (permalink) | |
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Join Date: Jul 2005
Posts: 722
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Re: Communicating after you're dead
Quote:
hey lets implement that in, Tac Mod? Gentlemans aggreement?
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"The Taoist sage has no ambitions, therefore he can never fail. He who never fails always succeeds. And he who always succeeds is all- powerful." -- Lao Tzu ingame name: Zuiquan1 |
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#34 (permalink) |
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Join Date: Nov 2005
Location: Israel
Age: 27
Posts: 1,556
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Re: Communicating after you're dead
You may fire at a medic as long as he is "in combat circulation". Meaning, you cannot shoot him while he is treating someone, or en route to a wounded man. Same for Paratroopers. It's commonly believed that you cannot fire at paratroopers according to the Geneva convention. In actuality, it's only pilots who bailed out that you cannot fire at. Paratroopers are in combat circulation, and you may engage them at will.
I'll shutup now. |
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#35 (permalink) |
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Join Date: Jul 2005
Posts: 722
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Re: Communicating after you're dead
well if its alright with shafik and the others I would like to post this suggestion over at the PRMM forums, that seems like a mod that would be interested in soemthing like this
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"The Taoist sage has no ambitions, therefore he can never fail. He who never fails always succeeds. And he who always succeeds is all- powerful." -- Lao Tzu ingame name: Zuiquan1 |
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#36 (permalink) | |
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Join Date: Sep 2005
Age: 37
Posts: 327
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Re: Communicating after you're dead
Quote:
You got there first. : ) Additionally, wounded persons are techically out of combat, however, if those wounded radio enemy movements/locations, call for fire or other combat actions then they are making themselves combatants again. Much the same protection exists for prisoners of war (although it is administered differently)--- a uniformed soldier who has surrendered has a protected status. In fact it is REQUIRED that surrendered solders not only be left unharmed but you are to actively protect and care for your prisioners from the moment you take custody. Again, there are certain actions which can void that protection. I'll suddup now. : )
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Kornkob I want to move to Theory. Everything works in Theory. |
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#38 (permalink) | |
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Join Date: Aug 2005
Location: Wisconsin, USA
Age: 37
Posts: 1,414
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Re: Communicating after you're dead
Quote:
But back to topic. I call out things as well, plus give direction to team members that I can see. I think it makes up some for what we miss by having a real directional sense of where fire came from. In real life, you'd have heard gunfire from behind the building and me swear my head off. That would be enough to direct you my way... Lately I find that if the game ends while someone's channel is open, their channel stays open through the the next two screens, and only closes when the next map starts loading. I've heard a couple veerrry interesting things... |
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#39 (permalink) | |
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Join Date: Aug 2005
Location: SF Bay Area, CA
Posts: 392
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Re: Communicating after you're dead
Quote:
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|TG-33rd|Gunrack [squadl][defense][assault][unit] [at][tg-c1]
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#40 (permalink) | |
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Join Date: Dec 2005
Location: Great Northwest, USA, North America, Earth, Sol, Milky Way Galaxy, Universe
Age: 20
Posts: 257
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Re: Communicating after you're dead
Quote:
I like that idea of having POW's in Tac mod because then you have even less people for attacking because they have to guard the POW's. It would then be the POW's job to escape from the guards. It would add an interesting aspect to it, give the people who are the guards batons to keep control of the prisoners. Who knows it would be fun, or have the prisoners build tunnels to escape or make radio transmitters to say come and help us. If a prisoner is killed have a point taken off their team and also have 2 points taken off the shooters team for letting the prisoner die.
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-BB|KillerTarget |
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#41 (permalink) | |
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Join Date: Oct 2005
Location: AZ
Age: 18
Posts: 691
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Re: Communicating after you're dead
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AKA ContingencyPlan ![]() ![]()
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#42 (permalink) |
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Join Date: Aug 2005
Location: indiana
Posts: 1,000
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Re: Communicating after you're dead
if im wounded youre damn right im gonna say who shot me from where so my medic can come kill the guy and rev me.
i probobly babble too much in game on positions and whatnot. and yeah, lol, i report a lot of enemy UAVs lately. |
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#43 (permalink) |
![]() ![]() Join Date: May 2003
Location: Memphis, TN
Posts: 14,148
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Re: Communicating after you're dead
Yeah, seriously, Turbo. That's really kinda rude.
( Play NS. )
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Steam Community? Add me. | Join #tacticalgamer | Search Results Legend | New Posts Forum Filter | Postbox Toggle | Live Thread Review | One Line Results | Free Remote, Encrypted Backup Darkilla: In short, NS is pretty much really fast chess. With guns. Apophis: I haven't seen anyone say that SM's are better than non-SMs. Nordbomber: This is THE first server I've seen where either side can comeback from out of seemingly nowhere with the right teamwork. en4rcment: I have NEVER experienced the type of gameplay that I have found here. Nightly I am amazed at the personalities and gaming talent. Root: Welcome to TG. Feel free to punctuate your sentences correctly. Monkerz: Its gonna take all my skills to beat those boys off in the future. |
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