Civis killed add tickets.

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Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: Civis killed add tickets.

Post by Gore »

Spec_Operator wrote:Do you think the Devs have added civilians so you kill them because of a tactical descision?

The concept of the civilian kit is:
A kit that will not be shot, but can't fight, either. An observer.

This only works if the players accept the fact that they are playing a game that simulates an insurgency. That they try and be part of this game, not just play it. In this moment, you should see a civilian, not a player. That's what immersion is, realism is.

By shooting them (unless they are actually attacking you) you break the game rules. You know the Devs didn't want you to shoot, but you still do it. That's like a foul in soccer. It might help your team, but it's not the way the game is meant to be played. Which is why the administrator/referee should punish the players doing it.
well said. i don't really get mad anymore when killed as civi, because the blufor player gets his punishement. and no matter how much they try and convince you they don't care, oh they do. it's pretty good system right now, if the civi gets killed it's his on fault.
mat552 wrote: if I get even the slightest feeling that the collab is actively doing my squad or lemming sized group of coalition players harm, I'll fry the ********, and that's that.
and there are tons of ways to avoid people like venomfangx here and his buddies, killing civis whatever opportunity they get, and many ways of acomplishing your mission. either stay out of sight or stick close to the regular insurgents so they're the ones who take the bullets. just because you're insurgent doesn't mean you can't stick together as a team.
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: Civis killed add tickets.

Post by bloodthirsty_viking »

mat552 wrote:. . .but I certainly don't stay my finger if I get even the slightest feeling that the collab is actively doing my squad or lemming sized group of coalition players harm, I'll fry the ********, and that's that.
. . .
What if the civi is not giving information?

Anyway, This is to stop the "Fry[ing] the ********" if you have a civi bothering you, send out a man, while covering him, to shoot the civi.

If a civi saw your base, their is just as much of a chance that a non civi would see your base.
(with base i mean whatever your squad is doing)

I personally will kill a civi if i see one with binocs out, and obvious telling the opfor what to do.
if he is not, i wont, if he is just distracting you, he is doiong his job.

I see the civi as a kit to make the other team work more as a team, you cant kill the civi, otherwise you have some punishment, but you cant just run out and arrest him, becuase for all you know, behind the corner, is a full squad of ins.
Last edited by bloodthirsty_viking on 2010-08-22 22:57, edited 1 time in total.
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Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: Civis killed add tickets.

Post by Operator009 »

A day when reality and game play conflict is not an easy one. This is not one of those days. The cold hard facts remain in the back of an informed person's head.

Civilian casualties are unavoidable. This truth has rung, like a bell, ever since the invention of warfare and spans the cultural gap of every civilization. Musket or machine gun, innocent and not-so-innocent people have died. Sometimes, we see their faces, realize our mistakes. Sometimes, and most times, we do not.

It is only for human decency that I don't post a link to Wiki-Leaks. For those of you unfamiliar, two BBC reporters were brutally gunned down (and several civilians including children) by long range fire from an Apache. Shocking even, our own troops laughing at their targets over radio communications.

Warfare is not a science, is not something precise and benevolent. It is most certainly not something we can accurately direct. No general can say with absolute certainty that his actions and the actions of his men were just. In fact, no human can say this. Warfare is a by-product of the human condition, something so instinctual that it drives nations towards their goals and burns it's enemy's city's to the ground. No mere person can control that.

People, innocent or not, have died for want of being in a better place, have died for holding a rock in their hands, have died for a multitude of reasons. Most of which beyond their control.


But let it ring as true today as it did when man first tied a sharp, pointy stone to the end of a stick.

More men have died simply for being in the wrong place and time, than most other things.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: Civis killed add tickets.

Post by maarit »

civi killers must be punished

https://www.realitymod.com/forum/f18-pr ... intel.html
there should be some false intel when some amount of civis gets killed.
blufor kill 3 civis,people start to spread the lies and false intel about insurgents cache location.
blufor comes to the false cache...ambush.
adding more tickets is good way but theres no any tactical add to the gameplay.
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: Civis killed add tickets.

Post by bloodthirsty_viking »

idk how well a false cache would work.. i mean if you would that mean 3-4-5 or more cache markers on the map?...

I still think more tickets is teh better way to go.
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Haji with a Handgun
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Re: Civis killed add tickets.

Post by Haji with a Handgun »

After actually trying to play a civi on insurgency, I found out what a ***** it is to not get killed. I had a civi squad, and we were killed without a second thought a 8 or 9 times before we just decided to kill them instead of observe. I can see why its pretty damn frustrating to get shot every time you try and act like a civi.
I'll probably stop shooting civis now. I completely agree with the suggestion.

Also, does running over civis count? Because that seems to happen a lot too.
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Operator009
Posts: 195
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Re: Civis killed add tickets.

Post by Operator009 »

The majority of you guys suggesting false intelligence and immediate and dire punishments...are fucking stupid. The civilian mechanics in PR are as close as it can get to reality without compromising gameplay or breaking reality and forming a fantasy land of leprechauns and rainbows.

How long do you think it takes people to realize civilians were KILLED in a battlezone by blufor?

YEARS

or most likely

NEVER
Spec
Retired PR Developer
Posts: 8439
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Re: Civis killed add tickets.

Post by Spec »

It does not add much to the gameplay though. The kit isn't as useful as it should be.

Just because some people shoot civilians in real life that doesn't mean this game should allow people to do the same. If civilians can simply be shot without much penalty, why are they in the game in the first place? This can only be a compromise.

And while there are incidents in which the murder of a civilian goes unnoticed, that is not what always happens. We sure could have a random chance for people being caught or whatever, but why have that instead of just fixing the gameplay-element "civilian kit"?

The punishment the soldiers face if they kill civilians does not always have to be the law by the way. It might just be the local population being afraid of them and helping local insurgent groups or w/e. Way too many factors to account for in this game, of course.

And reconsider your language, I'm not exactly fond of being called "f'ing stupid", I don't insult you either.
Last edited by Spec on 2010-08-23 21:28, edited 1 time in total.
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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Civis killed add tickets.

Post by Dev1200 »

Operator009 wrote:The majority of you guys suggesting false intelligence and immediate and dire punishments...are fluffing stupid. The civilian mechanics in PR are as close as it can get to reality without compromising gameplay or breaking reality and forming a fantasy land of leprechauns and rainbows.

How long do you think it takes people to realize civilians were KILLED in a battlezone by blufor?

YEARS

or most likely

NEVER


+1 I don't see why people constantly spam the hell out of "omg people keep killing civilians they should get killed in battle olol"


They don't want to make it impossible to win the game. 1 extra cache is a HUGE turn of events. -7 intel is also crazy, with also no kits for 10 mins, long respawn, negative score, etc.
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Operator009
Posts: 195
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Re: Civis killed add tickets.

Post by Operator009 »

Spec_Operator wrote:It does not add much to the gameplay though. The kit isn't as useful as it should be.

Just because some people shoot civilians in real life that doesn't mean this game should allow people to do the same. If civilians can simply be shot without much penalty, why are they in the game in the first place? This can only be a compromise.

And while there are incidents in which the murder of a civilian goes unnoticed, that is not what always happens. We sure could have a random chance for people being caught or whatever, but why have that instead of just fixing the gameplay-element "civilian kit"?

The punishment the soldiers face if they kill civilians does not always have to be the law by the way. It might just be the local population being afraid of them and helping local insurgent groups or w/e. Way too many factors to account for in this game, of course.

And reconsider your language, I'm not exactly fond of being called "f'ing stupid", I don't insult you either.

did not mean to insult you, just pointing out a blatant fact. The civilian kit is PERFECT as is. It does not over-represent the negative factors of civilian collateral damage and it does not under emphasize them either.

And this is not a question of SOME people. It is literally ALL OF HUMANITY that shares this trait and has been a side-effect of warfare ever since stone was made to CUT. Has been documented in the very beginning of human kind's 8,000 years of recorded history.

Besides, how many civilians do you think insurgents are responsible for killing? Like I said, this isnt a trait specific to one side of a war.

Tali-ban and insurgent forces have been DOCUMENTED as causing civilian casualties, sometimes as a STRATEGY.
bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: Civis killed add tickets.

Post by bloodthirsty_viking »

Operator009 wrote:did not mean to insult you, just pointing out a blatant fact. The civilian kit is PERFECT as is. It does not over-represent the negative factors of civilian collateral damage and it does not under emphasize them either.

And this is not a question of SOME people. It is literally ALL OF HUMANITY that shares this trait and has been a side-effect of warfare ever since stone was made to CUT. Has been documented in the very beginning of human kind's 8,000 years of recorded history.

Besides, how many civilians do you think insurgents are responsible for killing? Like I said, this isnt a trait specific to one side of a war.

Tali-ban and insurgent forces have been DOCUMENTED as causing civilian casualties, sometimes as a STRATEGY.
Im sorry i dont really ever notice the effects of shooting a civi...
with an extra cache, i would really watch my fire.

When i fight, i dont care about my score, i dont care about requesting guns, all i care about is surviving.
I will admit i have killed civis recklessly while fighting, because you are jumpy and scared about what will shoot at you. but i have also played civi, and helped the Americans. I have healed them in fights.

Im not saying this will stop all killing of civis. And this only makes it a little more difficult to be blufor, becuase you can not kill civis, and just let time get rid of your mistake, like it is now.


You can kill 9 civis and the game will be not affected any diffrently then normal.. you kill 10, it gets you another cache, then you kill another 45-90 and you get a second cache you have to get.

My suggestion dose not change gameplay to much. But it could change the total outcome of the game in its entirety.
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Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: Civis killed add tickets.

Post by Operator009 »

bloodthirsty_viking wrote:Im sorry i dont really ever notice the effects of shooting a civi...
with an extra cache, i would really watch my fire.

When i fight, i dont care about my score, i dont care about requesting guns, all i care about is surviving.
I will admit i have killed civis recklessly while fighting, because you are jumpy and scared about what will shoot at you. but i have also played civi, and helped the Americans. I have healed them in fights.

Im not saying this will stop all killing of civis. And this only makes it a little more difficult to be blufor, becuase you can not kill civis, and just let time get rid of your mistake, like it is now.


You can kill 9 civis and the game will be not affected any diffrently then normal.. you kill 10, it gets you another cache, then you kill another 45-90 and you get a second cache you have to get.

My suggestion dose not change gameplay to much. But it could change the total outcome of the game in its entirety.
Thanks for quoting me and then slamming on your keyboard until words came out in no apparent or meaningful order.


I will no longer be contributing to this thread. All that can be said, has been said.
darklord63
Posts: 389
Joined: 2008-12-07 20:18

Re: Civis killed add tickets.

Post by darklord63 »

I think civi killed outside of ROE should give the killer a 3 minute spawn time, it really pissed me off when I'm gunned down as a civi.
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