[Insurgency] Kidnapper Kit

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ankyle62
Posts: 556
Joined: 2009-07-12 21:41

Re: [Insurgency] Kidnapper Kit

Post by ankyle62 »

i dont think it needs it's own kit. i say just make it like the blufor knife option were it's zip ties, except it could be some rope and a blind fold or something.

tasteless would be if you could bring them back to the cache and cut their head off.
Saobh
Retired PR Developer
Posts: 8124
Joined: 2006-01-21 11:55

Re: [Insurgency] Kidnapper Kit

Post by Saobh »

Doubt the kit to steal vehicles will ever exist as the limitation is team based not entity based.

The kidnapper kit in itself is an interesting idea but is too specific and would need a lot of teamwork just to have an end result of 2-5 minutes added to Blue guy spawn timer. Its simply not something which is worth the effort of coding in for very little ingame effect.

If it had an effect of say : when the event happens it spawns a "kidnap cache" while a ticket loss of XX points happens (loss of moral) representing the chance for the Bluefor to go rescue the troop, if they are successful a ticket loss is regained (maybe with a bonus as moral boost ?).
That would be something which would be a bit closer to real life while also making the game a bit more dynamic. A positive twist could also be added by the fact that a message saying "'name of player' was rescued !"

But I believe the DEVs have already enough on their plate. Maybe some day when coding in missions is easier (or PR2) etc
Last edited by Saobh on 2009-12-05 01:59, edited 1 time in total.
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Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Insurgency] Kidnapper Kit

Post by Redamare »

lets make a Own every one else kit.... oh wait its called V BF2 + Noobs :D wow
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: [Insurgency] Kidnapper Kit

Post by Bringerof_D »

superhunty123 wrote:this made me chuckle!
he's on a short vacation...insurgents who kidnap troops take them to Hawaii for a week

just model a piece of rope that acts like handcuffs and give it to every insurgent, they dont get alot of other equipment anyways, and it doesnt take a genius to beat someone over the head and tie'em up
Last edited by Bringerof_D on 2009-12-05 04:35, edited 2 times in total.
Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: [Insurgency] Kidnapper Kit

Post by Nebsif »

Thumbs up for a vehicle hijacker kit if thats possible, give him a pistol and something like a pick-lock for stealing light vehiclez (humveez and trucks), too often I see empty humveez and trucks, that would teach ppl the hard way not to leave them on the battlefield! Epic, simply Epic idea!!!!!
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: [Insurgency] Kidnapper Kit

Post by Solid Knight »

How about hand-to-hand specialist kit? With this kit you can go up to people and tackle them into submission or kill them with their barehands. You should be able to use them as a shield, choke them out or to death, break their limbs, knock them down, disarm them, or push them. With the knife you should be able to disable their limbs, slit their throat, stab their heart, et cetera.
TheLean
Posts: 483
Joined: 2009-03-15 20:26

Re: [Insurgency] Kidnapper Kit

Post by TheLean »

Why not give each insurgent a weapon mode consisting of two fists, and a boxing animation when pressing the mouse. This would simulate overpowering the bluefor knocking them unconscious and dragged into capture, make it require two hits or more to make it worse than the knife.

(I know two punches are unlikely to knock someone out in most cases. The best thing would be for the insurgents to go for a rear chokehold or something similar, but we cant model that so thats why boxing could work)

A cool idea would be to publish the name of the victim in a server message to really rub it in :grin:
I really like this whole capture idea, it will put fear in lonewolfers.

Edit: A filthy ninja knight beat me with a few seconds! =) I prefer to give it to all insurgents though, they have slots for it.
Hunt3r
Posts: 1573
Joined: 2009-04-24 22:09

Re: [Insurgency] Kidnapper Kit

Post by Hunt3r »

Why not just give every insurgent a rope to replace the knife? Roping the person reduces intel some, makes them lose more tickets, and gives him a 5 minute respawn time.
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Insurgency] Kidnapper Kit

Post by DankE_SPB »

why in teh hell kidnapping somebody(1 person) should reduce tickets(aka reinforcements=many persons to replace 1 person?), increase in spawntime is okay, but tickets not
cant see how it can bring something new into gameplay, but at least its not something suggested 10 times a week :-)
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Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: [Insurgency] Kidnapper Kit

Post by Acemantura »

1. I think this Kidnapper Kit or ability should be available to all special kits. (snipers, SVDs, bomb makers, and especially officers)

2. If someone is captured, the Blufor only loses one ticket

3. For every "X" amount of captures, lets say 5, the Insurgents get to use those 1 of those two extra caches.

4. If you have a proper squad, you can be saved by being revived or "released" by your medic before you spawn. Simulating your rescue. This will be useful for people who actually work with their squad.

5. This part is "Iffy." If a blufor kills a civilian and is captured, then his spawn time/capture time is doubled.

Gameplay gameplay gameplay. This sounds like, if I have correctly thought it through, this adds an exciting yet minor addition to gameplay.

Peace

Ace
Last edited by Acemantura on 2009-12-05 22:04, edited 3 times in total.
Donatello
Posts: 145
Joined: 2007-07-08 13:17

Re: [Insurgency] Kidnapper Kit

Post by Donatello »

Reminds me something like....mmmm.... Infidel Panic! Source
Last edited by Donatello on 2009-12-05 22:03, edited 1 time in total.
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TheLean
Posts: 483
Joined: 2009-03-15 20:26

Re: [Insurgency] Kidnapper Kit

Post by TheLean »

DankE_SPB wrote:why in teh hell kidnapping somebody(1 person) should reduce tickets(aka reinforcements=many persons to replace 1 person?), increase in spawntime is okay, but tickets not
cant see how it can bring something new into gameplay, but at least its not something suggested 10 times a week :-)
Tickets are a vague and abstract concept. What do they represent? It could be money, resources, troop morale or public support of the war, or more likely all of those. If a soldier is kidnapped it would cost money and resources (Intense intel gathering and search and rescue ops), lower troop morale (fear of execution video, other soldiers identifying with the victim "It could happen to me".) and public support (Nobody likes the thought of ordering young men into areas where they might be tortured and forced to read a statement of guilt before being executed).

Whereas a soldier lost in combat is a tragedy and also affects the same variables, it probably does so to a smaller extent. Hence, a bigger ticket loss for captured soldiers is called for.
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: [Insurgency] Kidnapper Kit

Post by DankE_SPB »

TheLean wrote:Tickets are a vague and abstract concept. What do they represent? It could be money, resources, troop morale or public support of the war, or more likely all of those.
public support and morale is for sure too much to take into account :smile:
If a soldier is kidnapped it would cost money and resources (Intense intel gathering and search and rescue ops), lower troop morale (fear of execution video, other soldiers identifying with the victim "It could happen to me".) and public support (Nobody likes the thought of ordering young men into areas where they might be tortured and forced to read a statement of guilt before being executed).
or soldier was kidnapped, whole society says "burn those mofos with napalm, they do not deserve to live after such actions", army sends lots of vehicles and troop reinforcements, soldiers morale rise, because they want revenge and rescue their buddy
so if anything, ticket count should rise :D

so 1 person- 1 ticket, no need to over complicate things
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Herbiie
Posts: 2022
Joined: 2009-08-24 11:21

Re: [Insurgency] Kidnapper Kit

Post by Herbiie »

If this happened then maybe the BLUFOR lose intelligence points (Time is spent rescuing the prisoner rather than finding weapon caches).
TheLean
Posts: 483
Joined: 2009-03-15 20:26

Re: [Insurgency] Kidnapper Kit

Post by TheLean »

DankE_SPB wrote:public support and morale is for sure too much to take into account :smile:


or soldier was kidnapped, whole society says "burn those mofos with napalm, they do not deserve to live after such actions", army sends lots of vehicles and troop reinforcements, soldiers morale rise, because they want revenge and rescue their buddy
so if anything, ticket count should rise :D

so 1 person- 1 ticket, no need to over complicate things
Okey, the troop morale issue is uncertian, I cant really tell what would happen. But the war in Iraq is for liberating the people right? (Official reason atleast) So people would be more like, "Let them ungrateful ******** ruin their own country, lets pull out and watch em blow eachoter up" :twisted:

And sure as heaven a kidnapping would tie alot of resources from other tasks, such as hunting weapons caches, there is no denying that.
Last edited by TheLean on 2009-12-06 13:28, edited 2 times in total.
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: [Insurgency] Kidnapper Kit

Post by master of the templars »

[R-DEV]Eddie Baker wrote:
But in all seriousness, I think this is about as tasteless as a suicide bomber class.
And how is that any more tasteless than the suicide Car bombs and truck bombs in game?
Make nukes, Not war
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: [Insurgency] Kidnapper Kit

Post by BloodBane611 »

master of the templars wrote:And how is that any more tasteless than the suicide Car bombs and truck bombs in game?
I think that's a completely valid question. Suicide bombings are extremely common in Iraq, portraying that realistically isn't tasteless in any way.

However, kidnappings are pretty rare, and don't really happen in the situations that PR currently depicts. Troops are kidnapped from lightly armed and checkpoint and patrols with small numbers of personnel, not frontline units attacking cities and towns.
[R-CON]creepin - "because on the internet 0=1"
Hoboknighter
Posts: 149
Joined: 2009-03-08 17:46

Re: [Insurgency] Kidnapper Kit

Post by Hoboknighter »

You could just add the possibility of getting hit by a rock as being kidnapped. If you're hit in the head with a rock you're probably gonna be dazed or, almost worst, unconscious.
HAAN4
Posts: 541
Joined: 2009-06-12 11:37

Re: [Insurgency] Kidnapper Kit

Post by HAAN4 »

[R-MOD]Saobh wrote:Doubt the kit to steal vehicles will ever exist as the limitation is team based not entity based.

The kidnapper kit in itself is an interesting idea but is too specific and would need a lot of teamwork just to have an end result of 2-5 minutes added to Blue guy spawn timer. Its simply not something which is worth the effort of coding in for very little ingame effect.

If it had an effect of say : when the event happens it spawns a "kidnap cache" while a ticket loss of XX points happens (loss of moral) representing the chance for the Bluefor to go rescue the troop, if they are successful a ticket loss is regained (maybe with a bonus as moral boost ?).
That would be something which would be a bit closer to real life while also making the game a bit more dynamic. A positive twist could also be added by the fact that a message saying "'name of player' was rescued !"

But I believe the DEVs have already enough on their plate. Maybe some day when coding in missions is easier (or PR2) etc
Moral? men, if my comrade is capture, i have moral, to get he out,

If he i slay, i have more moral ever, to revenge he.

Jus't you cannot desmoralise real men, this is the true.
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