Ticket loss if shooting civi!

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Viper.Sw
Posts: 143
Joined: 2008-01-08 03:20

Ticket loss if shooting civi!

Post by Viper.Sw »

I think it has been like it before but dont know.
The consequences for killing a civi should be much more severe.
Add ticket loss if you shoot innocent civilian.

If the team looses tickets for it, maybe then the civi spawn time would actually make some sense.

Intel loss is just stupid imo, remove it. By shooting a collaborator you wouldnt loose the intel you already have. His ghost comes and takes it back?
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supahpingi
Posts: 1921
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Re: Ticket loss if shooting civi!

Post by supahpingi »

i dissagree,it should punish the player,not the team,its more noob friendly and less abusive
Harrod200
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Re: Ticket loss if shooting civi!

Post by Harrod200 »

Shoot = -5, Arrest = +5. Give both sides a reason to use the damned kit. Not enough alone to make the kit more useful for the INS.
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Viper.Sw
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Re: Ticket loss if shooting civi!

Post by Viper.Sw »

supahpingi wrote:i dissagree,it should punish the player,not the team,its more noob friendly and less abusive
PR is a TEAMWORK GAME, everyone knows it and the DEVs claims it...
If you want to win, dont shoot civis, it aint that hard.
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AnimalMother.
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Re: Ticket loss if shooting civi!

Post by AnimalMother. »

something like this with a message of "TriggerHappyNub has shot a civilian! blah blah blah" might even start to deter civi killers.


i'm probably going to play civilian a bit more to see exactly how it plays out and what could be done to improve it.
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Wilkinson
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Re: Ticket loss if shooting civi!

Post by Wilkinson »

Shoot = -5, Arrest = +5. Give both sides a reason to use the damned kit. Not enough alone to make the kit more useful for the INS.
I like this. I think that it would make a person think if they wanted to shoot or not. Although regarding coding I think it may be possible I could see two things happening.

1) People going on Civi Rages and then it could inflict the team as a whole which seems somewhat realistic.
2) There is no infliction to shooter

Also mentioned above by
supahpinghi
i dissagree,it should punish the player,not the team,its more noob friendly and less abusive
This also makes more sense due to the fact with the whole noob issue coming in place. So team and user get penalized?

So we could Incoporate the ticket count along with the timer set in place already meaning when you shoot a civi in game now you get a very long respawn time :/

So If you did shoot a civi you get a 200 second respawn time and lose 5 tickets. If you arrest you get 5 and then you still have normal respawn time.

Only issue I'd see with this is coding.
Last edited by Wilkinson on 2009-06-25 19:11, edited 2 times in total.
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sakils2
Posts: 1374
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Re: Ticket loss if shooting civi!

Post by sakils2 »

Harrod200 wrote:Shoot = -5, Arrest = +5. Give both sides a reason to use the damned kit. Not enough alone to make the kit more useful for the INS.
The BLUEFOR gains 10 tickets for 1 cache destroyed, atleast it was like that in 0.85...

I would enforce a 5 ticket loss for the BLUEFOR, but I think that civi kit should be limited, if theres a ticket penalty for the BLUEFOR. 1 per 3 man squad or 4 man squad, perhaps?

Or better yet, if the Coalition kills 2 civis in 10 minutes, they loose 10 tickets.
Last edited by sakils2 on 2009-06-25 18:59, edited 1 time in total.
Cp
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Re: Ticket loss if shooting civi!

Post by Cp »

We had penalties for killing civies back in the 0.6 beta, -10 tickets for every kill.
The civs did everything to get killed to penalize the coalition, including diving onto grenades, jumping around infront of APCs hoping to get shoot and much much more, also the rounds didn't last very long either.

I don't know how it would play out nowadays, but speaking from past experiences I say No.



I suggest you teleport people who kill enough civs to a prison in the main for like 5 or 10 minutes instead.
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sakils2
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Re: Ticket loss if shooting civi!

Post by sakils2 »

But in the past if a civilian was killed he spawned back in 15 seconds...

With the new civi spawn time people who will jump on the grenades etc. will be a lot less, in my opinion.
Rudd
Retired PR Developer
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Re: Ticket loss if shooting civi!

Post by Rudd »

Big angry "A Non-Combatant has been killed watch your fire!" stuff would be good imo.

But really, I'm thinking it would be wonderful if the game could give the Ins a new cache for every 10civis killed (local populace become more sympathetic, making insurgent cause easier to fuel.)
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sakils2
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Re: Ticket loss if shooting civi!

Post by sakils2 »

10 civis? Thats WAYYYYY too much, more like 2 or 3, IMO. Would keep the Coalition on check, soldiers would think before shooting, just like IRL.
Harrod200
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Re: Ticket loss if shooting civi!

Post by Harrod200 »

Split the difference at 5 again :)

Civvie shot = -5 tickets
Civvie arrested = +IP, 5 tickets
5 Civvies shot = +1 Cache for INS
5 Civvies arrested = -1 Cache for INS

Adding the loss of a cache for INS means there is a hefty disadvantage for them should the BLUFOR get their act together and actually arrest the civvies. Shooting/Arresting civvies works on a sliding scale, so if you arrest 4 civs, then for the INS to gain a cache, 9 civvies have to be shot. Whenever a cache is added/removed this way, the counter is reset to 0.
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Rudd
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Re: Ticket loss if shooting civi!

Post by Rudd »

5 Civis arrested shoudl give the exact location of a cache imo, rater than a 140m marker.
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Threedroogs
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Re: Ticket loss if shooting civi!

Post by Threedroogs »

or you could zero out the entire squad's score instead of just the civy killer's. that would probably add a lot of peer pressure to not kill collaborators.

i do like the idea of exposing or adding caches for civies arrested or killed.
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Hresvelgr
Posts: 248
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Re: Ticket loss if shooting civi!

Post by Hresvelgr »

sakils2 wrote:But in the past if a civilian was killed he spawned back in 15 seconds...

With the new civi spawn time people who will jump on the grenades etc. will be a lot less, in my opinion.
The civi-spawn system is still tragically flawed, however. It's actually downright ridiculous. I know preventing those civi-spammers is important, but it's bad enough to be waving your hands in the air and then an apc just gets bored and blows you up, then you have to wait 150 seconds. It's game-killing, and there is no point to being a civi now. Hell, once I was teamkilled as a civi and I got the 150sec spawn because some guy wanted to be an ***.

Also, penalties for climbing or healing are extremely unrealistic and unpractical. The climbing penalty was before shotguns were implemented as safe civi-killing weapons, so to be allowed to kill a climbing civi is now pointless. As for healing, shooting an unarmed medic is against Geneva Convention rules and IRL the offender would be court-martialed.

For christ's sake, the coalition already has more than enough advantages. Let the INS have their untouchable spotters and medics just to be fair and realistic. They should have shorter spawn times all around, especially for being unfairly killed. Maybe 30-45 seconds for that. Not 150. And killers need more punishment, like ticket-loss for team and longer spawn. Maybe limit one civi per squad to reduce spamming.
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wookimonsta
Posts: 681
Joined: 2008-08-31 13:16

Re: Ticket loss if shooting civi!

Post by wookimonsta »

sakils2 wrote:10 civis? Thats WAYYYYY too much, more like 2 or 3, IMO. Would keep the Coalition on check, soldiers would think before shooting, just like IRL.
it seems to me that this would just be used to whore civilian again. you spawn civilian, act as a human shield to someone firing an rpg from a cache. do it three times and you get a new cache...
White Rock
Posts: 181
Joined: 2008-07-19 23:04

Re: Ticket loss if shooting civi!

Post by White Rock »

Why so much ticketloss for shooting a civvilian?
1 ticket would be enought for me not to shoot one.

Right now it's just intel points (Which you get for free anyway since insurgents are sucidal) and some personal stuff that wont affect me much since i with most ceartinty did more damage to the insurgent team by greifing their only medic away!
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: Ticket loss if shooting civi!

Post by Jedimushroom »

As we have already established with the ticket losses for destroyed vehicles, taking away tickets is not an effective way of stopping people from doing something. It doesn't work at all and never has.

What we need is personal punishments, and possibly a message to the team saying who killed a civilian and how many they had killed up to that point, something like:

"NillaTard134 has killed an unarmed civilian! He has killed 3 so far this round!"

Then we have a community based punishment, calling out the player as a plonker.

But we also need a stronger personal punishment, I think increasing spawn times would help but it would need to be made clear why they had a large spawn time. But the calling out to the team thing would make a large difference I think.
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Spaz
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Joined: 2006-06-01 15:57

Re: Ticket loss if shooting civi!

Post by Spaz »

White Rock wrote:Why so much ticketloss for shooting a civvilian?
1 ticket would be enought for me not to shoot one.
But not for most people, so you really need to give them a big punishment.
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Alex6714
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Re: Ticket loss if shooting civi!

Post by Alex6714 »

I don´t think much will fully solve people killing civis, but how about adding 1 cache to be destroyed per amount of civis killed. Right now you have to kill 10 to finish the game no? Well, for example, make it 8, then per 5 civis killed you have to kill an extra cache, which is announced in big letters for everyone to see "the civilian population has lost confindence and is supporting the insurgency" therefore aiding the spead of it.


Orr was that the same as what you suggested rudd?
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