The civilians/colaborators need a total re-work

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=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

The civilians/colaborators need a total re-work

Post by =Romagnolo= »

I remember from the 0.5 or 0.6 when the civilian was first introduced in PR. It was revolutionary IMO. Back there, when he used the green T-Shirt and Nike shoes, were great times. But nowdays the civilan, AKA collaborator too, it is not a good class to play with.


I think the civilian has too many punishes over him, it could be as it was in the green T-shirt times. When a civilian was killed, it had only 15 seconds death time (+ punishes per death) and the killer, a BLUEFOR soldier, was screwed (hundred of seconds to wait when he dies). BUT, if the civilian get caught by a soldier, then he was screwed (hundred of seconds to wait too). This system is the best for gameplay, see why:

1) More people would play as civilian, then more support for the insurgents.

2) Coalization soldiers must to think twice before shooting in INS maps, now the players shoot everything that moves. Plus it will bring a much more nervous sistuation for the soldiers.

3) Ambush oportunities would increase. We see the soldiers just shooting the civilians, but with the system above, they would go behind him, trying to arrest, what can create a lot of chances and ideas to set a ambush.

4) I'll give an e-cookie for everyone who shares the same opinion :P


I don't see a good idea to keep the actual colaborator system in PR, it needs to be reworked and here is a good idea.


=======================================================================


More ideas from the forum users:

To avoid civilians running in direct fire to cause penalities:
Dr2B Rudd wrote:how about, low spawntime, but each death by fire as civilian increases the spawntime by 5-10 seconds. That way, you get a few deaths before you get to standard spawntime.
That's the spirit ! Here is another good idea, civis start with low respawn times, but the death penalities are hard for him.
Last edited by =Romagnolo= on 2009-10-13 20:11, edited 1 time in total.
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Rudd
Retired PR Developer
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Re: The civilians/colaborators need a total re-work

Post by Rudd »

4) I'll give an e-cookie for everyone who shares the same opinion :P
give give give!

I also liked that other guy's idea of giving the next 5 insurgents to spawn a decreased spawn time to simulate the anger of the locals.
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Mj Pain
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Re: The civilians/colaborators need a total re-work

Post by Mj Pain »

Givr me cookie.. :-P
I can´t remember the reasons it was changed.
Someone remind me please.
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Brummy
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Joined: 2007-06-03 18:54

Re: The civilians/colaborators need a total re-work

Post by Brummy »

You'll get civi's running through enemy fire = fail.
Rudd
Retired PR Developer
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Re: The civilians/colaborators need a total re-work

Post by Rudd »

Brummy wrote:You'll get civi's running through enemy fire = fail.
how about, low spawntime, but each death by fire as civilian increases the spawntime by 5-10 seconds. That way, you get a few deaths before you get to standard spawntime.
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=Romagnolo=
Posts: 4765
Joined: 2006-12-29 14:52

Re: The civilians/colaborators need a total re-work

Post by =Romagnolo= »

Dr2B Rudd wrote:how about, low spawntime, but each death by fire as civilian increases the spawntime by 5-10 seconds. That way, you get a few deaths before you get to standard spawntime.
That's the spirit ! Here is another good idea, civis start with low respawn times, but the death penalities are hard for him.
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: The civilians/colaborators need a total re-work

Post by snooggums »

Better yet, do as in my suggestion below for a civilian class and base the punishment on proximity to other insurgents/caches. Therefore a civi hanging out with insurgents would be a valid target and couldn't sit on a cache to force punishments. It also wouldn't penalize them for simply doing the actions they are supposed to do (heal etc) as long as they or the insurgents stay out of sight.

And no more human shields.
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: The civilians/colaborators need a total re-work

Post by Jedimushroom »

I really, genuinely, never saw the civilians deliberately running into fire in any previous builds. I mean I play a lot and I think that behaviour has been way overestimated, I don't think it was common at all.
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05grottim
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Joined: 2008-06-25 20:59

Re: The civilians/colaborators need a total re-work

Post by 05grottim »

maybe you could just remove the civilian class altogether and just make a combat medic class with just a pistol/binocs/epipens/first aid bag
snooggums
Posts: 1093
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Re: The civilians/colaborators need a total re-work

Post by snooggums »

05grottim wrote:maybe you could just remove the civilian class altogether and just make a combat medic class with just a pistol/binocs/epipens/first aid bag
Taliban already have that type of setup, the idea of the Insurgent faction is different and should have non-combatants.

My suggestion included a couple of non-combatant civilians and the one per squad collaborators that only have a moltov as offense but are valid for shooting because of their collaborative nature.
Roguehellhound
Posts: 134
Joined: 2009-05-18 21:13

Re: The civilians/colaborators need a total re-work

Post by Roguehellhound »

Seriously, now adays its more of a penalty to work as a civilian.. plus the coalition even my guys are no ordered to shoot anyone and anything since we can wait for a medic.. Then you have other players who just camp all the time with a squad of saws and not even worry about who they shoot.
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Nimise
Posts: 189
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Re: The civilians/colaborators need a total re-work

Post by Nimise »

snooggums wrote:Better yet, do as in my suggestion below for a civilian class and base the punishment on proximity to other insurgents/caches. Therefore a civi hanging out with insurgents would be a valid target and couldn't sit on a cache to force punishments. It also wouldn't penalize them for simply doing the actions they are supposed to do (heal etc) as long as they or the insurgents stay out of sight.

And no more human shields.
But that defeats the purpose of even trying to work with a squad if you just get punished for it...like the current system of punishing for healing :cry:
05grottim
Posts: 238
Joined: 2008-06-25 20:59

Re: The civilians/colaborators need a total re-work

Post by 05grottim »

i gotta say i think the only viable option as we're playing a video game is just a very basic medic class. It seems to have worked for the taliban
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: The civilians/colaborators need a total re-work

Post by Rissien »

Lucky if I find more than a few civis during the course of an entre round but I dont remember the last time I actually got a penalty for shooting a civilian. Always find them using that grapple or the healing back then running out into the open instead of waiting a minute.
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scope
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Re: The civilians/colaborators need a total re-work

Post by scope »

I'd just be happy to see a kit with a weapon and a grappling hook. I think most of the insurgent kits should have a hook. I mean come on, it's their city....they should be able to get to a rooftop with no problem.

sorry, a little off topic i guess
Rissien
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Re: The civilians/colaborators need a total re-work

Post by Rissien »

scope wrote:I'd just be happy to see a kit with a weapon and a grappling hook. I think most of the insurgent kits should have a hook. I mean come on, it's their city....they should be able to get to a rooftop with no problem.

sorry, a little off topic i guess
Insurgent Scout kits, Rifleman Specialist kits....
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McBumLuv
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Re: The civilians/colaborators need a total re-work

Post by McBumLuv »

Civilians can only be blamed for so much when running into fire. If they're within 5 meters of an insurgent when shot, they could get an extra 30 second spawn time.

However if it's anywhere else, it's not their fault, regardless of whether they were making themselves a target.

Also, in either cscenario, the Blufor definitely needs the extra humougous spawn.
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BlackMagikz
Posts: 219
Joined: 2006-12-02 04:56

Re: The civilians/colaborators need a total re-work

Post by BlackMagikz »

GIVE ME A E-COOKIE!!!!!!!

I'm getting sick and tired of people killing me ( when i'm innocent ) , for some reason people don't give a rat ***. They kill civis , left , right and center and still find a chache. Its like almost Intel points don't really matter much. Even the UAV has made things worse , with a good commander with knowledge of the map and and enough experience can spot out a chache and mark it.

we need better penalties
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