Civilian Suggestion

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Hoboknighter
Posts: 149
Joined: 2009-03-08 17:46

Civilian Suggestion

Post by Hoboknighter »

Seeing as how nothing done so far has stopped in any way the shooting of civilians, I propose that if a Blufor shoots a civ, runs him over, etc. etc., Kills a civilian in any way, regardless of a medic bag out or not, that BLUFOR will be penalized 1-3 (maybe even 5, although that seems borderline insane) tickets for each kill, about the same as losing a truck. Assuming that tickets for BLUFOR are their will to keep on operating in the area, shooting up a bunch of civies would definitely and should definitely lower that.

I've checked with a search for this suggestion and nothing showed up relating to it.

Edit: Perhaps also, a message would go out to the Blufor team that X soldier just shot a civilian, so if any griefer that just wants to shoot civies would get kicked by an admin for just trying to ruin the game. Yes/no?
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Civilian Suggestion

Post by R.J.Travis »

Hoboknighter wrote:Seeing as how nothing done so far has stopped in any way the shooting of civilians, I propose that if a Blufor shoots a civ, runs him over, etc. etc., Kills a civilian in any way, regardless of a medic bag out or not, that BLUFOR will be penalized 1-3 (maybe even 5, although that seems borderline insane) tickets for each kill, about the same as losing a truck. Assuming that tickets for BLUFOR are their will to keep on operating in the area, shooting up a bunch of civies would definitely and should definitely lower that.

I've checked with a search for this suggestion and nothing showed up relating to it.

Edit: Perhaps also, a message would go out to the Blufor team that X soldier just shot a civilian, so if any griefer that just wants to shoot civies would get kicked by an admin for just trying to ruin the game. Yes/no?
That all has been suggested before allot of times.

They do not want a ticket bleed as there are allot lower tickets now vs 0.6 to 0.8.

You all need to understand that there not only civis.

There are also allot of civi deaths IRL get over it its realistic (not shooting them knowingly)

There will always be a nub killing civis even if they get a 1 hour spawn timer they well just rejoin the server and do it again.

Look at it from the Devs point of view.

If they lower the spawn for civs they will be used as human shields. (this is a no no)

If they give the shooter a 5m spawn they will just leave and rejoin (this is a no no)

If the coalition loses tickets by shoot civis people will just ruin the round with a friend shooting the civi over and over ending the round in 15m (this is a no no)

The civi class will change every release in tell the devs feel it is fixed so deal with it in tell they get it just right.
Twisted Helix: Yep you were the one tester that was of ultimate value.
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Civilian Suggestion

Post by LithiumFox »

I think blufor shouldn't be allowed to capture civi's unless they see them helping a insurgent.. no matter what they shouldn't be killed i believe...

=/ I think that would help a bit....

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: Civilian Suggestion

Post by master of the templars »

R.J.Travis wrote: If they lower the spawn for civs they will be used as human shields. (this is a no no)
sounds kinda realistic in some cases

**COUGH** Palestine **COUGH**
Make nukes, Not war
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Civilian Suggestion

Post by gazzthompson »

R.J.Travis wrote: If they lower the spawn for civs they will be used as human shields. (this is a no no)

If they give the shooter a 5m spawn they will just leave and rejoin (this is a no no)
not if they limit it like my suggestion.

and 5 mins is a bit to much, 2-3 mins.

done, civilian fixed.

https://www.realitymod.com/forum/f18-pr ... tions.html
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Civilian Suggestion

Post by R.J.Travis »

gazzthompson wrote:not if they limit it like my suggestion.

and 5 mins is a bit to much, 2-3 mins.

done, civilian fixed.

https://www.realitymod.com/forum/f18-pr ... tions.html
if they limit like that you will see 1000 or so thread crying about it being a limited kit and any longer then 1.45 sec for the shooter and anyone with a good pc can rejoin re spawn and rejoin the battle with in 2m sadly its been talked about.

civis are really like someone before said Mobile medics any insurgent can spot but only a small few can heal.

I still say

every pick up kit for insurgents needs a field pack besides rpg-7

squad leader should get 6 1 for him self and 1 per squad member. (you would see allot more G3A3 in coalition weapon retrieval pitchers.) ;)
Twisted Helix: Yep you were the one tester that was of ultimate value.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Civilian Suggestion

Post by gazzthompson »

R.J.Travis wrote:if they limit like that you will see 1000 or so thread crying about it being a limited kit and any longer then 1.45 sec for the shooter and anyone with a good pc can rejoin re spawn and rejoin the battle with in 2m sadly its been talked about.

civis are really like someone before said Mobile medics any insurgent can spot but only a small few can heal.
;)
why would the cry about it being limited ? its not used as it is now... chances are it would be more used if its limited (and spawn reduced become of it)

well , more than 1.45 seconds is stupid yeah because people can rejoin ? well civi now has 2 mins now........
Last edited by gazzthompson on 2009-06-23 10:23, edited 1 time in total.
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