Ticket Loss for Coalition Factions when A civi is killed

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Peeta
Posts: 1204
Joined: 2008-11-28 02:05

Ticket Loss for Coalition Factions when A civi is killed

Post by Peeta »

I realize we already have a system in place for killing civi's and not arresting them, but as of late I have found people to be ignorant of the system and it's totally ineffective. I am proposing that the US lose tickets when they kill a civi under conditions that would lose them intel points now. It would be up to the DEV's to decide how many, but I am suggesting a STEEP penalty ~5-10 tickets.

Either that or servers make rules that state you CANNOT kill civi's for no reason.
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Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by Cheditor »

Resuggestion right there, i think now near enough everything has been suggested about civi changes.
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snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by snooggums »

Yet all of punishments have moved from punishing the BluFor to punishing the Civi. Simply making the ROE based on distance to a friendly insurgent would eliminate the 'using civi as a human shield' worry that the Devs are so up in arms about that they give the civi a two minute penalty for simply dying with that kit.

I address this within my Civi/collaborator split linked below. Of course no suggestion over 100 words gets replies form the community while lolz fastropes threads get 6 before they are closed.

That's directed at public members on this board not Devs, as Devs are not expected to comment in every thread.
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by Drav »

problem is we had civvis suiciding to win the round back when the OPFOR lost tickets when they died. We also had civilians doing anything to get killed, running in front of OPFOR guns, jumping off buildings etc, which was pretty lame. I'd love to have the OPFOR lose tickets for killing civilians, but at the moment the game cant distinguish between a civilian killed by mistake and a noob trying to get killed on purpose, or just suiciding.
SilentNoobAssasin
Posts: 62
Joined: 2009-03-13 12:35

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by SilentNoobAssasin »

That sounds like a nice idea :) i think people should get 14 days ban for killing civilians....
"Men should either be treated generously or destroyed, because they take revenge for slight injuries - for heavy ones they cannot." - Niccolo Machiavelli
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by Jedimushroom »

The real problem is that people don't really care if they punish their team with their actions, as can be seen in the fact that adding ticket loss for destroyed vehicles has not changed attitudes toward them in the slightest. People need personal punishments for killing civilians, they need to be called out to the team via a message and they need stronger spawn time punishments.
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Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by Wicca »

Well in real life alot of civilians get killed anyway... Why should PR be any different?
Xact Wicca is The Joker. That is all.
Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by Rangu »

It's all about the ROE Wicca.
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wookimonsta
Posts: 681
Joined: 2008-08-31 13:16

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by wookimonsta »

because pictures of marines shooting civilians at random doesnt make for good press?
smee
Posts: 516
Joined: 2007-11-15 10:43

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by smee »

Fighter wrote:I realize we already have a system in place for killing civi's and not arresting them, but as of late I have found people to be ignorant of the system and it's totally ineffective. I am proposing that the US lose tickets when they kill a civi under conditions that would lose them intel points now. It would be up to the DEV's to decide how many, but I am suggesting a STEEP penalty ~5-10 tickets.

Either that or servers make rules that state you CANNOT kill civi's for no reason.
so you equate a afv or battle tank to the same amount. not on if they are silly enough to be out in a gun fight its on them. There's enough of of a penality.
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molotov everything
Posts: 27
Joined: 2009-05-24 01:48

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by molotov everything »

I too believe there is not enough of a penalty because people still shoot civs carelessly.

Personally I think the killer should be penalized with a 4-5 minute spawn time. It would be an effective punishment that in my opinion still wouldn't encourage human shield tactics but will still be effective enough to discourage coalition troops to fire upon them.
Dirtboy
Posts: 229
Joined: 2007-03-27 19:43

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by Dirtboy »

I concur. There are many times were the BluFor knows it's a civi, yet they shoot them anyway. Maybe a ticket per death?
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dbzao
Retired PR Developer
Posts: 9381
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Re: Ticket Loss for Coalition Factions when A civi is killed

Post by dbzao »

Drav got it right about the reasons this is not a good idea.

Even today I hear stuff like "let's all spawn civies so they shoot us and lose intel points". Imagine if it was tickets as well. It brings a bad player behavior.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by McBumLuv »

[R-DEV]dbzao wrote:Drav got it right about the reasons this is not a good idea.

Even today I hear stuff like "let's all spawn civies so they shoot us and lose intel points". Imagine if it was tickets as well. It brings a bad player behavior.
I've actualy never heard that of the late, and I think I had only ever encountered it a few times in 0.75.

Make the punishment actually affect the offending player much more, the team to some degree, but notify the team of the offense for easier logging and disapproval of the action.

A higher spawn time might hinder the player ten minutes after the fact, if at all, so the connection won't be strong. Make it so 3 civilian kills within any life = instant arrest for questioning or something like that (announced in the team scroll bar as well as the player dying). then add the extra spawn timer onto it, as well as a few other immediate punishments to strengthen the connection, and you'll see a huge shift in tactics.

That way civilian kits can get their spawn reduced from the ridiculous amount it is now and actually play without considering themselves to be cannon fodder, because they would not be shot on spot all the time anymore.
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bondsan
Posts: 193
Joined: 2008-03-31 02:55

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by bondsan »

McLuv wrote: Make it so 3 civilian kills within any life = instant arrest for questioning or something like that (announced in the team scroll bar as well as the player dying).
yeah they auto die and have a longer spawn time to represent the questioning.
Dug
Posts: 99
Joined: 2009-06-06 14:43

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by Dug »

Lately people don't even check if you are civi.
Even if you are , they just shoot you right away.
I played today and have been shot , runed over by Americans.
If I put my hands up only the experienced guys won't shoot.
But others , they don't give a damn.

As I have noticed they don't give a damn about the points.
And 2 min spawn.

So defently something else has to be put in.


If American shoots a civi he gets 2 min spawn , -100 teamwork points , the team loses some of those points for finding the cache.
But why does a civi get 2 min spawn?
Not fair for civilian.

Only if restrained then civilian should get 2 min spawn.
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by snooggums »

Dug wrote:Lately people don't even check if you are civi.
Even if you are , they just shoot you right away.
I played today and have been shot , runed over by Americans.
If I put my hands up only the experienced guys won't shoot.
But others , they don't give a damn.

As I have noticed they don't give a damn about the points.
And 2 min spawn.
They don't need to because they will have a long time after the civi is killed before they will get the penalty, and they are likely to be revived anyway. One thing I need to test is if the penalty is applied before or after they give up, because if it is before and they spend a couple minutes waiting for revive before giving up they won't even see the penalty.

As I've never seen the penalty as BluFor and I've killed civis this may be the case.
Dug
Posts: 99
Joined: 2009-06-06 14:43

Re: Ticket Loss for Coalition Factions when A civi is killed

Post by Dug »

Poor civilians...
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