g_heavyweaponrestriction blows goats
What's wrong with g_heavyweaponrestriction? Let me count the ways:
- Too many game semantics tied to one variable. We have this purported one-size-fits-all variable that controls all the heavy weapons, plus airstrikes, plus artillery. You want to limit just one of those? Too bad, it's all or nothing.
- Too complex for mortals. This setting was obviously designed by a programmer. In fact, no one even really knows how it works with regards to field ops skills. The best guess I've seen is at http://www.rtcw.jolt.co.uk/index.php?pa ... 57#g_heavy, but even he admits that it's probably inaccurate. In fact, I really hope it is, because the way he has it figured, the more field ops you have, the more you can spam. If that's true, then it's even more broken than I imagined. That's exactly backwards from what most people that are tweaking this setting want to do!
- Does it even work? I have it set to 10 on my server, and a field-ops-heavy Axis team was still able to create enough spam on fueldump to keep Allies from even getting the tank to the bridge. But the calculation is so convoluted, you'd have a hard time even telling if the game was doing it right.
- Limits for each individual heavy weapon: g_maxpanzers, g_maxflamethrowers, g_maxmobilemgs, g_maxmortars
- Force a minimum interval between airstrikes/artillery (basically, require at least N seconds between strikes): g_minairstrikeinterval, g_minartilleryinterval. (Then I can actually tell field ops on the server how often they can call support fire, instead of "well, there's this screwed-up setting that calculates some sort of per-minute limit, maybe...")
Regardless of what you do with this, I am looking forward to BayonET. If you need a test server, let me know