Civilians

General discussion of the Project Reality: BF2 modification.
Klutz
Posts: 18
Joined: 2009-07-30 02:26

Civilians

Post by Klutz »

I do apologize if this information was located elsewhere, but I need to know. What are the ROE regarding civis? I've asked people that I've squaded up with and all gave conflicting info.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Civilians

Post by Gore »

The only thing you should know is: don't shoot civilians. Please.

Welcome to the forums.
MrSh@vid
Posts: 842
Joined: 2009-02-28 20:50

Re: Civilians

Post by MrSh@vid »

I made this video which is now a little outdated but should hopefully give you some information:



Basically: If you shoot a civilian and he dies the following penalties will happen:
120seconds added to respawn time for civi shot.
No requesting limited kits for 10minutes
Score Reduced to 0-kill does not show up on scoreboard.
Team Loses 10intelligence points.

You can arrest civilians (Arresting giving more intel points than a normal kill of a insurgent-and no penalty conditions) by hitting him with the restrainer or by shooting him with the breaching shotgun.

If a civilian is run over, or shot while in a vehicle, on a rope or on a ladder no penalty is given to the killer.
If its been under 60 seconds since a civilian did the following: Used a weapon, vehicle or medical equipment then again their is no penalty given to the killer.

Hope that helps,

Shavid.
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Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Civilians

Post by Spec »

Both of these guys are right. There are some situation in which the game allows you to shoot to prevent abuse of the kit, but please don't shoot them just because you can, if they don't pose a threat.

Welcome to the forums!
Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: Civilians

Post by Mad-Mike »

i hate civi killers as i have mentiond lots of times in other Civi threads.

welcome to the forums mate
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Civilians

Post by mat552 »

I don't think anyone really understands the ROE as pertains to civvies. Just avoid them as best you can, and they'll do the same for you. (Usually)

Welcome and good luck.

MrSh@vid's post is helpful, but the system seems to have trouble deciding how long it's been, or what constitutes a weapon, etc, etc.
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.
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Civilians

Post by PLODDITHANLEY »

If they are parading infront of you DO NOT chase them round the corner to arrest them as they will undoubtably have their armed mates waiting!
Orford
Posts: 856
Joined: 2009-06-17 15:41

Re: Civilians

Post by Orford »

I was told if the arms are down u can kill them arms up dont shhot.
[FC]Freddie
Posts: 42
Joined: 2009-06-23 23:49

Re: Civilians

Post by [FC]Freddie »

I don't believe that is the case, arms up or down.
I wish they would drop the respawn time for civilian death, 120 is rough.
ImageImage
Klutz
Posts: 18
Joined: 2009-07-30 02:26

Re: Civilians

Post by Klutz »

I appreciate all of the replies, but I still have a few questions. Can the BlueFor (sp?) shoot a civi with a vehicle, or a breaching slug in a shotgun? I've heard both are true.

I enjoy playing civi, but what tactics are frowned upon?
MrSh@vid
Posts: 842
Joined: 2009-02-28 20:50

Re: Civilians

Post by MrSh@vid »

You can't shoot them with vehicles unless he's on a rope or on a ladder or in a vehicle or if its been under 60 seconds since a civilian did the following: Used a weapon, vehicle or medical equipment then again their is no penalty given to the killer.
Shooting with a Breaching slug count's as arresting.

Shavid.
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snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Civilians

Post by snooggums »

Quick reminder on the breaching slug as a follow up to Sh@vid:

The BluFor Rifleman Specialist only has breaching shells.

The Insurgent kit with the shot gun has both standard shells and breaching shells. Standard shells don't count as arresting and I'm not sure about their breaching shells. It's like how the insurgent knife does not count as arresting if you knife a collaborator but the BluFor fist and zipties do.

Sh@vid, can you confirm the Insurgent shotgun with breaching shells still counts as arresting?
Titan
Posts: 294
Joined: 2008-09-13 15:55

Re: Civilians

Post by Titan »

DONT TRUST ANYBODY ABOVE ME!

If you see an civilian shoot em... if you want to be 1337!

-you will not face any penalties if he was usefull to his team and provided first aid or revived somedoby for the last 60sek. (very possible)
-you will not face any penalties if he is in a vehicle or on a rope or was for the last 60sek (in all likelihood)
-you will not face any penalties if he is on a ladder
-you will not face any penalties if an insurgent is nearby (90% of the time)
-you will not face any penalties if he had a weapon during the last 60sek
so 90% you will not be punished...

... attention: if the civilian is standing allone you will be punished!... but shoot em anyway, this will teach him not to be a civilian.

..best is if you shoot as many civilians as possible at the beginning of the round, so that you dont loose to many points... in the latergame every civilian will be pissed off and you can go trigger happy without loosing your score ;)

so dont let you trick about the civilian ... they are collaborating with the enemy and deserve to die!!

(sorry for sarcasm ;) )
MrSh@vid
Posts: 842
Joined: 2009-02-28 20:50

Re: Civilians

Post by MrSh@vid »

I think you may have just melted his brain Titan.
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Klutz
Posts: 18
Joined: 2009-07-30 02:26

Re: Civilians

Post by Klutz »

Haha, thanks. I'll take the beggining of the round massacres into account when playing. One last question: Can the officer's pistol be used to arrest an insurgent or civi?
MrSh@vid
Posts: 842
Joined: 2009-02-28 20:50

Re: Civilians

Post by MrSh@vid »

No.
And don't listen to Titan :P
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Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: Civilians

Post by Mad-Mike »

civi's shouldnt be killed full stop, only if theyre helping insurgs eg, healing, revivng, driving, gunning and more but if theyre on a rope or looking through binocs why kill them, theyre nt hurting u are they.
jst leave them alone nd kill insurgs with weapons b4 they kill u
deemoowoor
Posts: 27
Joined: 2009-05-19 08:50

Re: Civilians

Post by deemoowoor »

I think the idea of a civilian collaborator is not developed enough yet in this game. It's a great idea, though!

If you want to model the real world civilian collaborators, then "neutrals" should be there, too. They don't directly help insurgents but require both belligerents to be very careful, when shooting around, especially inside buildings, because casualties among simple civilians, not engaged in insurgency is a big setback for BLUFOR and OPFOR. Neutrals can (and even should) be AI-controlled, if possible.

Killing neutrals should give the same penalties as killing friendlies. Take America's Army as an example of ROE management, of course instead of point penalties you can also set bigger timeout penalties etc.

Civ. collaborators could then get hidden among the AI neutrals, so that it's not immediately obvious that he IS a collaborator. To make things more realistic, when shooting starts in a zone, AI civvies should start to run away from the shooting.

This might not be doable in the current BF2 engine, but this is how it should be done, I think.
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Civilians

Post by snooggums »

deemoowoor wrote:I think the idea of a civilian collaborator is not developed enough yet in this game. It's a great idea, though!

If you want to model the real world civilian collaborators, then "neutrals" should be there, too. They don't directly help insurgents but require both belligerents to be very careful, when shooting around, especially inside buildings, because casualties among simple civilians, not engaged in insurgency is a big setback for BLUFOR and OPFOR. Neutrals can (and even should) be AI-controlled, if possible.
Minus the AI portion my civi and collaborator split suggestion in my sig addresses the idea of non-combatants who assist the insurgents directly and those that simply provide information and are never valid targets on their own.
Mad-Mike
Posts: 3137
Joined: 2008-01-25 13:21

Re: Civilians

Post by Mad-Mike »

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Bring back the old civi, less chance of him being shot with the bright colours for the happy trigger ppl.
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