New Civi Engagment Rules

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SharpShooter13971
Posts: 96
Joined: 2009-09-12 20:09

New Civi Engagment Rules

Post by SharpShooter13971 »

I always get killed as a civi, never restrained, no breaching slugs. As a civi im killed when I am not doing anything. As a soldier I never shoot civi without being under the correct circumstances of engaging a civi. So you get the point im tired of being wronfully killed as a civi, so I came up wiith a few new suggestions.

-Civilian Collaborators can be engaged at 250+ meters.(Silihuete diffrence is confusing)

-You can "help" a civilain and get Intellegence points.(Not sure what "help" will be considered, field dressings,etc.)

-Civi spawn time doesn't increase if killed wrongfully

-If captured as a civi you cannot respawn as a civi again.(Might be impossible)

-Civi with shot with thier hands up don't get a high spawn time.(Might be impossible)

-Civis who have thier medic bag,grapplng hook,rock,cell phone or epipen equipped(doesn't matter if used) may be shot on sight.

-Killing a civi kills you.(Kinda like being "discharged" from the battlefield)

-Sprinting civis may be killed.(Might also be impossible)

-If a civi is near an insurgent(10-15m) may be killed.

Thats all I got right now I may edit it.
P.S I know the Killing a Civi kills you has been suggested before just bringing it up.
MendozaMan
Posts: 43
Joined: 2009-08-15 10:28

Re: New Civi Engagment Rules

Post by MendozaMan »

SharpShooter13971 wrote: -You can "help" a civilain and get Intellegence points.(Not sure what "help" will be considered, field dressings,etc.)

-Civi spawn time doesn't increase if killed wrongfully

-Civi with shot with thier hands up don't get a high spawn time.(Might be impossible)

-Killing a civi kills you.(Kinda like being "discharged" from the battlefield)
This.

A thousand times this.
major sharpe
Posts: 45
Joined: 2007-08-07 17:04

Re: New Civi Engagment Rules

Post by major sharpe »

ROE does change during a fight i believe any one colaborating with the enemy should be shot or arested.

but if they are seen healing enemy they arnt, as it is the responiblity of any medical personel to help if posible
One shot, One kill, SH*t !! Tank
akatabrask
Posts: 560
Joined: 2008-04-10 14:36

Re: New Civi Engagment Rules

Post by akatabrask »

SharpShooter13971 wrote:I always get killed as a civi, never restrained, no breaching slugs. As a civi im killed when I am not doing anything. As a soldier I never shoot civi without being under the correct circumstances of engaging a civi. So you get the point im tired of being wronfully killed as a civi, so I came up wiith a few new suggestions.

-Civilian Collaborators can be engaged at 250+ meters.(Silihuete diffrence is confusing)

Can't really see how this would improve the survivability of civilians/collaborator.

-You can "help" a civilain and get Intellegence points.(Not sure what "help" will be considered, field dressings,etc.)

Uhm, I guess any civilian picking up blufor field dressings and therefor giving them intel would be considered treason to the insurgents? Can't see how it would help them.

-Civi spawn time doesn't increase if killed wrongfully

...and then you'll have hordes of civilians running into blufor line of fire since they know they won't get any punishment themselves.

-If captured as a civi you cannot respawn as a civi again.(Might be impossible)

Could be a good idea.

-Civi with shot with thier hands up don't get a high spawn time.(Might be impossible)

Isn't it that way already?

-Civis who have thier medic bag,grapplng hook,rock,cell phone or epipen equipped(doesn't matter if used) may be shot on sight.

Same thing here, isn't this implemented already?

-Killing a civi kills you.(Kinda like being "discharged" from the battlefield)

Suicidal hordes of civilians, again.

-Sprinting civis may be killed.(Might also be impossible)

I think this would be nearly impossible too, also, you'd need to get a clean headshot since the bleeding would make them walk again before they die.

-If a civi is near an insurgent(10-15m) may be killed.

If you see a civilian next to an insurgent you should perhaps not put your bullets into the civilian?

Thats all I got right now I may edit it.
P.S I know the Killing a Civi kills you has been suggested before just bringing it up.
Comments in bold.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: New Civi Engagment Rules

Post by Gore »

1. Killing a civi, wether hes has bag out, epipen etc or not would kill the offender. (because people will shoot a civi no matter what) and 90% of times they don't know what the civi was doing before so they just assume he is a fair kill.

2. Reset the score of a civikiller and raise his spawn time for everytime he kills a civi.

I'm also fed up with it, I know this game is a war game and people gets killed in wars, civillians or soldiers, but for once it could be cool to add that atmosphere to maybe NOT shoot at everything that moves, it'll greatly enhance the PR experience, ar least for me because I want more out of it than the regular run 'n gun Joe. half the times I'm civillian people won't even notice because less and less people chose civillian because they're shot on sight every time. "Hey look at me, my hands are up, shoot me" who in their right mind kills a guy with hands up? They clearly don't want anything more out of PR than just shooting people. Meh.

This in an easy solution. Adding all kinds of rules confuses people and they generally decide to shoot anyway because the punishment is nothing. Slay the offender, reset his precious score and raise his spawntime. Give the civi 10 minutes delay before he can be civi again, if possible.

Either way I'd still be civi because I love helping people onto rooftops and healing them. And I don't care about the 2 minutes spawn time so please, just keep shooting me, I just keep spawning as civi.
Last edited by Gore on 2009-11-05 22:49, edited 2 times in total.
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: New Civi Engagment Rules

Post by mat552 »

GoreZiad wrote: 2. Reset the score of a civikiller and raise his spawn time for everytime he kills a civi.

And I don't care about the 2 minutes spawn time so please, just keep shooting me, I just keep spawning as civi.
Sure thing lol, I love putting you guys out of action for two whole minutes. Gives plenty of time to bring down the rest of your buddies.

Also, resetting the score in a game that isn't supposedly based on individual score is silly. The spawntime thing would only work up to a point. I'd just reconnect after about 1:30.

Perhaps civvies shouldn't be running around, hands up or not?
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.
=Toasted=
Posts: 359
Joined: 2009-07-01 22:08

Re: New Civi Engagment Rules

Post by =Toasted= »

I used to hate playing as a collaborator, for reasons stated above. However, after changing my playing style, I found that it can be a very enjoyable class with the current system. I only play as a collaborator when the squad is using voip and is sticking togather and working as a team. I no longer rely on the coalition troops having the sense NOT to shoot at me when I have my hands up. (You jump out at them, chances are they are going to be suprised, or just be a moron with an itchy trigger finger). I stick with my squad, get them on rooftops, ect, then hunker down with my medic bag, and heal friendly INS when needed. Occasionally, i'll throw my hands up and run around in circles as a distraction if we are engaged at long range, allowing my squad to get to cover, or flank the enemy. If I get shot, I will simply just run away and heal myself as my squad covers me.
mat552 wrote:Sure thing lol, I love putting you guys out of action for two whole minutes. Gives plenty of time to bring down the rest of your buddies.

Also, resetting the score in a game that isn't supposedly based on individual score is silly. The spawntime thing would only work up to a point. I'd just reconnect after about 1:30.

Perhaps civvies shouldn't be running around, hands up or not?
I'm sure your team enjoys losing intelligence points because of you.
Last edited by =Toasted= on 2009-11-06 01:37, edited 2 times in total.
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Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: New Civi Engagment Rules

Post by Gore »

mat552 wrote:Sure thing lol, I love putting you guys out of action for two whole minutes. Gives plenty of time to bring down the rest of your buddies.
Good for you. Keep up the good work big guy.
mat552 wrote: Also, resetting the score in a game that isn't supposedly based on individual score is silly. The spawntime thing would only work up to a point. I'd just reconnect after about 1:30.

Perhaps civvies shouldn't be running around, hands up or not?
It's for roleplaying, mr. swagger. Something more rewarding than shooting. But I guess you don't know that term.
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: New Civi Engagment Rules

Post by Nimise »

You increase time for civie killers=civie marches into enemy fire=civie spawn time increase=people shoot civies=people want more punishment for civie killers=more civies run into enemy fire ect...

Why not just make the civie into a unarmed medic, people can shoot them whenever they want without punishment but they get normal spawn time like the rest of the insergents. A unarmed medic is better than no medic.
BlackMagikz
Posts: 219
Joined: 2006-12-02 04:56

Re: New Civi Engagment Rules

Post by BlackMagikz »

pfft , people kill civies no matter what , they don't give a shit if innocent or not.

a increase in penalties would be nice , because civi is a medic without a gun. If they are going to be shot might as well give them a gun or rifle. Since everyone shots at them anyway
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: New Civi Engagment Rules

Post by mat552 »

On topic, I still firmly hold that there is only an issue with civvies because they have a longer spawn time and special (convoluted) ROE.

It adds an unnecessary and very hard to work angle to what is otherwise a very fun and imaginative gamemode.
GoreZiad wrote:It's for roleplaying, mr. swagger. Something more rewarding than shooting. But I guess you don't know that term.
I'm always open to roleplaying. Unfortunately, I do have to play within the constraints of the system, and those include the fact that many other players don't care for any pretense of roleplay.

(Personally, I'd be typing out/using voice coms for a LOT more than just crucial game information, but people think I'm a freak for how I'd want to play.) Don't presume I don't know what roleplaying is simply because of how I adapt to the specific needs of PR's battlefield.
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.
Killer2354
Posts: 407
Joined: 2008-11-19 02:48

Re: New Civi Engagment Rules

Post by Killer2354 »

I really don't get it why people just shoot civies for no reason. If you were a soldier irl, would you shoot you shoot anyone on sight if you're not sure what they have done? Of course not! Just take Iraq and Afghanistan for example. Did the marines shoot everything on sight? Nope. They respected the ROE and enforced it. Why everyone can't do that ingame? If I ever lead a squad ingame, i tell my squadmates to make sure the target isn't a civi before shooting. I have no tolerance for intentional civi killers; they get kicked out of the squad if I see it happen.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: New Civi Engagment Rules

Post by Gore »

Will this ever get reworked? People shoot civies left and right and they get no punishment for it. I'm sick and tired of putting my hands up infront of the asshats noses and they just blatantly shoot me. Might as well give the insurgents a regular medic kit. The civi kit is a f****** joke. "But ay want ta shoot u cuz yoh help de insurgents" the meaning of the civi kit is to create a nice dimension which separates the game mode from anything else. By not shooting at everything that moves and checking your targets. But I guess it's a huge riddle for most of you how not to shoot an unarmed player. gtfo of that game mode then.
Vege
Posts: 486
Joined: 2008-06-26 23:12

Re: New Civi Engagment Rules

Post by Vege »

Would be cool if there actually were civilians in the game.
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Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: New Civi Engagment Rules

Post by Gore »

But there's not. People won't even notice you 'cause they're so used to not having one around.
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: New Civi Engagment Rules

Post by RHYS4190 »

=Toasted= wrote:


I'm sure your team enjoys losing intelligence points because of you.
do they still lose points im not sure.

and yes only way to be a collaborator is to hide behind your squad, i once had a good experience playing as a collaborator, My squad where held up in a apartment building, we where using the roof to shot from, When one of my people got hit i could then just revive them out of view of the enemy. we managed by doing this to hold off the Americans for 6 minutes, and stop them from getting close.

But still the civies are still really F$$$ up , Ether change the rules to protect them or give them a AK,
Last edited by RHYS4190 on 2009-11-18 11:30, edited 1 time in total.
Lowjoe
Posts: 48
Joined: 2009-02-18 17:10

Re: New Civi Engagment Rules

Post by Lowjoe »

lol a tazer would be cool :p i hate the civilians who want to trap me. the always do squats 20 meters away from me and i cant do anything :/

yeah yeah a tazer would be very unrealistic and stuff.
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Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: New Civi Engagment Rules

Post by Rissien »

Only civis ive killed are the idiots, like the ones i clearly watched climb up a building with a rope then puts his hands up thinking hes safe instead of waiting a minute. I havnt had a civi punish since .85 and Ive shot plenty.

If im not sure though, I shoot at their feet and make em run away, its alot of fun in the Scimitar.
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Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: New Civi Engagment Rules

Post by Gore »

Why don't you just check your targets and think "oh, that's a civi, when won't shoot him" instead of just spraying everywhere. You'll love the game alot longer trust me.
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