CIVI are not very important for U.S....

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Shenobie
Posts: 11
Joined: 2009-06-23 23:37

CIVI are not very important for U.S....

Post by Shenobie »

Bonjours, je suis français, neyant pas un anglais parfait je vai d'abors ecrire en français et ensuite me lancer en anglais, mais si une ame charitable pouvait me traduire, merci d'avance.

-Bon, ma suggestion pour les civiles serait d'instaler un systeme d'auto kick l'orsque que par exemple un U.S tue un civile alors qu'il à les mains levés et UNIQUEMENT levée. Car cela montre bien que l'ont est un civile et si un U.S vient a le tuer alors il aurait un warning, ensuite s'il en tue un deuxieme avec les mains levée il serai auto kicker; Car la avec les mains l'evé c'est plutot " Houhou je suis la tire moi dessus" et on prend 120 de respawn et le U.S aussi... Je veut dire c'est UN CIVILE ! Pour des raison de game play l'autokick ne s'apliquerai que s'y on tue un CIVI les main levée, comme en vrai on ne doit pas tuer un enemie qui se rend, et encors moin un CIVI avec les mains levés...
- La deuxieme serait alors de passer le spawn time des U.S a 200 lorsque ils tue des civiles et a 50 pour les civi mort. je me rèpete mais ce sont des civiles...

Bon! lets go in inglish ( sorry for my bad inglish)
My suggestion is a system of autokick when a U.S kill a CIVI with the hang up, First if I kill a civi when I have hang up i've got e big warning in the middle of the screen : WATCH YOU'RE FIRE SOLDIER YOU KILL A CIVILIAN ! NEXT TIME YOU WILL KICK( sorry i don't have the right word :p ) OF THE ARMY. The seconde time if I kill civi when i have hang up i've got a nice kick. I mean It's CIVILIAN ! Not a simple soldier !! and more when he have the HANG UP ! the autokick system will RUN IF THE CiVI WAS KILL WHEN HE HAVE HANG UP ! Because its easy to see it a CIVI ! To days I play CIVI and when i'm hang UP a F*** US with the SAW kill me... He kill all CIVI... " Ohhhh civilan hang up ATATAtTTAtATATATAT...." For most real game play in real WAR he have a convention like:- DON't kill civilian
- DOn't kill enemie when he has unarmed ect....
My second suggestion is too increase the Spawn time of civikiller, Its pass to 120 to 200 and decrease the civi spawn time to 50 because ITS CIVI...
MY text is finish sorry for my bad english :wink:
*McDo* Shenobie ( The furious Civilian :D )
And thanks to all the team of the mod for this beatifull work !
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: CIVI are not very important for U.S....

Post by LithiumFox »

so more of a penalty if civi raises hands when US soldier kills...=/ could be exploitable... but.. a good idea

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
Airsoft
Retired PR Developer
Posts: 4713
Joined: 2007-09-20 00:53

Re: CIVI are not very important for U.S....

Post by Airsoft »

"Player 1 has destroyed a cache and been shot as a traitor"

why not make a public server message for killing civilians
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h3killa
Posts: 69
Joined: 2009-01-29 00:59

Re: CIVI are not very important for U.S....

Post by h3killa »

Well, Its a two way street here. If I see a civi with a medic bag out I shoot him. If he HAD a medic bag out then throws his hands up...I shoot. Its like getting caught with your hand in the cookie jar.
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"Those who live by the sword, get shot by those who don't." George Tenet Former CIA Director
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: CIVI are not very important for U.S....

Post by DankE_SPB »

Airs0ft_S0ldier11 wrote:"Player 1 has destroyed a cache and been shot as a traitor"

why not make a public server message for killing civilians
hehe, and what it will change? i see only 1 difference- kill civi=become famous :-o :razz:
at current state civi means nothing to BLUFOR, as i stated before, now with fixed RoE in 9/10 cases you can kill them w/o fear of being punished, because civis use their epipens/hook/medicbag. Killed civis=collateral damage, thats all, they bring nothing to gameplay tbh

another problem is longrange engagement, where you cant see any difference between usual insurgent and civi
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[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
scope
Posts: 133
Joined: 2009-02-19 14:26

Re: CIVI are not very important for U.S....

Post by scope »

How about this. If someone shoots a civilian this happens. No penelty for civi's run over, used medic, rope, or whatnot.

1) "US Solder" has shot a civilain. He is being taken in for questioning (or something along those line)

2) Player "killed', but no tickets lost for BLUFOR team. 5-10 intel points lost.

3) Player has 2-5 minute spawn time (depending on how many civi's they have killed already.

I think this will work for a couple reasons.
-player will be punished directly...aka killed and has to wait
-team will know who costed them intel points and may flame him accordingly

Sure this may be exploited, but i feel this would be a better system then what they have now. But in reality, other then punishing the player that has commited the crime, the BLUFOR is not punished any more than right now.
molotov everything
Posts: 27
Joined: 2009-05-24 01:48

Re: CIVI are not very important for U.S....

Post by molotov everything »

scope wrote:How about this. If someone shoots a civilian this happens. No penelty for civi's run over, used medic, rope, or whatnot.

1) "US Solder" has shot a civilain. He is being taken in for questioning (or something along those line)

2) Player "killed', but no tickets lost for BLUFOR team. 5-10 intel points lost.

3) Player has 2-5 minute spawn time (depending on how many civi's they have killed already.

I think this will work for a couple reasons.
-player will be punished directly...aka killed and has to wait
-team will know who costed them intel points and may flame him accordingly

Sure this may be exploited, but i feel this would be a better system then what they have now. But in reality, other then punishing the player that has commited the crime, the BLUFOR is not punished any more than right now.
I think it be too odd, if someone was killed for killing a civ. Imagine flying in a attack LB and the pilot shoots a civvie dead... But yah for sure there needs to be an increased spawn penalty. Seriously it should be at least 4 minutes long, so people actually are cautious.
1qwkdsm
Posts: 33
Joined: 2007-09-11 15:50

Re: CIVI are not very important for U.S....

Post by 1qwkdsm »

If I had a 4 min respawn time I would rather disconnect and reconnect to the server. Or just find another server altogether. Either way it's better and faster than waiting 4 min. My PC takes about 45 secs. to load into the map.
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(HUN)Rud3bwoy
Posts: 678
Joined: 2007-01-22 16:17

Re: CIVI are not very important for U.S....

Post by (HUN)Rud3bwoy »

I dont thinkthat killing the US soldier will solve the problem(anyways it is a bit unreal that the army/marines etc would send the MP in to the front to drag away a soldier in the middle of a battle to question him...)
The most exciting phrase to hear in science, the one that heralds new discoveries, is not "Eureka!" [I found it!] but "That's funny . . . "
[A9]Bard
Posts: 47
Joined: 2009-06-09 10:11

Re: CIVI are not very important for U.S....

Post by [A9]Bard »

Turn the civikiller into a chicken for the rest of the map.

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Throw your hands up in the air!
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: CIVI are not very important for U.S....

Post by Bringerof_D »

'[A9 wrote:Bard;1064156']Turn the civikiller into a chicken for the rest of the map.
5 civi kills = Chicken

10+ = Turkey

lol sounds good to me, OH and lets not forget locking him into the server, no disconnect! (unfortunately this would be impossible but it would be hilarious and of course the perfect way to punish them, they'd have to reboot or pull the ethernet cable)
[A9]Bard
Posts: 47
Joined: 2009-06-09 10:11

Re: CIVI are not very important for U.S....

Post by [A9]Bard »

Bringerof_D wrote:5 civi kills = Chicken

10+ = Turkey

lol sounds good to me, OH and lets not forget locking him into the server, no disconnect! (unfortunately this would be impossible but it would be hilarious and of course the perfect way to punish them, they'd have to reboot or pull the ethernet cable)
Yes or freeze the player for the rest of the map.
and to if they need to exit and rejoin this is a punishment in it self :)

or.. yes turn them in to a donkey :)

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Throw your hands up in the air!
wookimonsta
Posts: 681
Joined: 2008-08-31 13:16

Re: CIVI are not very important for U.S....

Post by wookimonsta »

meh, kicking people that shoot civilians will just make civilians keep acting even more suicidal...
i still think that a civilian that gets captured should have a much shorter spawn time than one who gets shot, it gives him an incentive to try and survive in stead of acting as a bullet magnet.

look at it from both points of view:
blufor:
soldier sees a bunch of enemies with a civilian, the enemies are firing rpgs and mgs at him. now this civilian is standing there jumping up and down making sure you cant shoot the insurgents. at some point you are going to shoot him.
i think that you can work with incentives and punishments:
from a soldiers view, you need an incentive for capturing and a punishment for killing a civilian.
incentive: obviously they get the intel points and team points, but hey, put up a message saying "%playersoandso has captured a civilian"
punishment: long spawn time, point loss and intel point loss and maybe a message saying "%player has killed a civilian"
you leave the rules when he can savely shoot an insurgent as they are.

from the civilians perspective, you need a punishment for acting like a bulletcatcher (jumping into the middle of a firefight is not the way civilians generally behave...) and an incentive for acting like a civilian.
punishment: leave the long spawn time as it is, its a heavy punishment
incentive: to any civilian, getting captured is better than getting killed, so when he gets captured he has a much shorter spawn time, maybe the same as other insurgents.

now there is a reason for soldiers to act like soldiers and for civilians to act like civilians, instead of civilians acting like suicidal maniacs in an attempt to empty the blufor intel points.

if you really wanna be fancy, give the civilian a knife, if he has the knife out, he can be shot, but he can also try and resist an arrest.

just an idea.
Shenobie
Posts: 11
Joined: 2009-06-23 23:37

Re: CIVI are not very important for U.S....

Post by Shenobie »

h3killa wrote:Well, Its a two way street here. If I see a civi with a medic bag out I shoot him. If he HAD a medic bag out then throws his hands up...I shoot. Its like getting caught with your hand in the cookie jar.
I mean, the punition system run only for the hang up and the bulletdeath ! For the attak Jet I think the Golden rule is Watch and fire, No fire and watch :-P ! HUmm attatatata HUmm what I kill ?. KIll CIVI your fault.. He have convention wars. And the Soldier could be in prison For kill a CIVI ( CIVi hangs up and JUst hang up, for example if he have the medic paq or stone or ect... He is a collaborator and you can shoot him but the punition appliqued normaly 120 spawntime) I think PR is a real Game, now push to maximum the reality ! You kill a unarmed CIVI and he had the "HANGS UP" you have a simple big warning, after IF you try to kill another, You will get kick ! Because is easy to see it a civi because is have no gun.. and the most important the Hangs up ! I think it's a good idea for the newbie because he really can see it a civi because its the only class he have the HANGS UP, and he look like " I'm civi please don't kill me :-P '
I think that good and can be appliced for most real and most Fun for CIvi ( Yeah I don't like dieing when I have the hangs up, Its no Humain
*McDo* Shenobie ( sorry for my bad english)
Saobh
Retired PR Developer
Posts: 8124
Joined: 2006-01-21 11:55

Re: CIVI are not very important for U.S....

Post by Saobh »

Moved to "PR Suggestions" try not to bypass the posting limitation put into place next time, they are there for a reason. Merci.
The only acceptable 'Lone Wolf' you'll be allowed to play : http://www.projectaon.org/en/Main/Home

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mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: CIVI are not very important for U.S....

Post by mosinmatt »

h3killa wrote:Well, Its a two way street here. If I see a civi with a medic bag out I shoot him. If he HAD a medic bag out then throws his hands up...I shoot. Its like getting caught with your hand in the cookie jar.
Now, is it if he has had his medical stuff out, or actually used it? That is what I am wondering. When I play civi, i only heal when it is totally clear. Otherwise I get shot, and get a 120 respawn time.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: CIVI are not very important for U.S....

Post by mat552 »

Actually civvies are very important to me. I know that if I shoot the civvie, I've put an enemy player out of action for 2+ minutes, and deprived the enemy of a medic. The laughable attempts to curtail my choice of targets mean I just be careful until one or more of the caches is revealed, then I open up.

The 2+ minute spawntime benefit massively outweighs all of the current penalties for shooting civvies.

Needs more penalties, OR, kick the civvie back to the status of a normal insurgent, when it ceases for me to be beneficial to shoot them, I'll stop. (I would make a terrible soldier irl)
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
hiberNative
Posts: 7305
Joined: 2008-08-08 19:36

Re: CIVI are not very important for U.S....

Post by hiberNative »

Shenobie wrote:To days I play CIVI and when i'm hang UP a F*** US with the SAW kill me... He kill all CIVI... " Ohhhh civilan hang up ATATAtTTAtATATATAT...."
i smiled.

yes, people killing civilians should get a harder punishent. like 5 minute respawn next time he dies. civilian should always have 30 second respawn unless he is arrested. then it should be the current time.

the civilian should also be able to throw rocks without being open game... to be honest, i only think he should be open game when he's in a car. no cooldowns.
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mosinmatt
Posts: 223
Joined: 2009-03-02 03:10

Re: CIVI are not very important for U.S....

Post by mosinmatt »

hiberNative wrote:i smiled.

yes, people killing civilians should get a harder punishent. like 5 minute respawn next time he dies. civilian should always have 30 second respawn unless he is arrested. then it should be the current time.

the civilian should also be able to throw rocks without being open game... to be honest, i only think he should be open game when he's in a car. no cooldowns.
The problem with that civilians often purposly get killed. They will jump on grenades and things.
Throwing rocks does not make them open targets. The rocks are inaccurate, and barely hurt.
But There needs to be a little more to discourage the BLUFOR from shooting them. Maybe it should take away ONE kill?
I will admit though, the purpose killing of civilians has gone down A LOT. The raised hands animation really helps. But some are still to dumb to realize it.

Remember kiddies, you can still run them over, and shoot them with the breeching rounds!
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: CIVI are not very important for U.S....

Post by McBumLuv »

mosinmatt wrote:The problem with that civilians often purposly get killed. They will jump on grenades and things.
Throwing rocks does not make them open targets. The rocks are inaccurate, and barely hurt.
But There needs to be a little more to discourage the BLUFOR from shooting them. Maybe it should take away ONE kill?
I will admit though, the purpose killing of civilians has gone down A LOT. The raised hands animation really helps. But some are still to dumb to realize it.

Remember kiddies, you can still run them over, and shoot them with the breeching rounds!
The point is moot, they did that when they costed the US team tickets, now they don't.

I think civilians should never, ever be within the ROEs and shootable, and shouldn't be allowed to be arrested for doing absolutely nothing suspect. Adding the "traitor" message would at least help by giving the guilt and helping server administration.
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