Those are some great points.Stoickk wrote:What I am seeing in this thread are two diametrically opposed viewpoints going at each other head to head. On the civilian loving side, we want to instantly kill the horrible nasty barbarians who had the nerve to shoot the poor, defenseless, unarmed, flower-carrying, kitten-loving, civilian. Those horrible terrible people should be punished and punished hard because they had the nerve to shoot a civilian! Never mind the fact that they know for 100% certainty that regardless of the fact that you are carrying a civilian kit, you are 100% cooperating with and assisting the insurgent faction in killing as many Blufor soldiers and assets as possible. Why are you doing that? Because you are supposed to. That's the game. The fact of the matter is though, Blufor knows you are doing it. You are not an innocent civilian, and the 64 guys on the other team know it. You will not get them to treat you like one. Deal with it and move on.
On the other side of the fence however, you have the Blufor fanboys who have been taunted, pelted by rocks, given long spawn timers, lost points, lost intel points, and are extraordinarily frustrated with well played civilians, and are so fed up with opposing players playing the kit well, that they shoot civilians on sight. They do this for three primary reasons. Firstly, it is satisfying to many players to do so due to the torment that well played civilians can inflict on Blufor forces, secondly, everybody that plays this game knows perfectly well that the civilians are combatants on the insurgent team. Period. They are not civilians. They are combatants, end of story. Lastly, the current punishment system does little if anything to deter the action.
Bottom line, the civilian system needs work. The first two reasons, nothing can be done about within the current engine, to the best of my knowledge. The last one, can be adjusted. Yes, the punishment does need to be increased. I love insurgency mode, and I love playing as an insurgent. I am objective about this though, because the bottom line is if the game is not fair for both sides, nobody will play at all.
Blufor guys, I feel your pain. I have myself lost patience and greased an annoying civvy. Or two. Or maybe more.ops: The point of the game mode however is limited warfare. Blufor is supposed to be following limited warfare RoE, not scorched earth policy. The civilians are there to add another tactical layer to the gameplay. Insurgency is not AAS with different flags and factions. The gameplay is different by design.
Insurgents, Blufor civvy killers do not need to be killed for killing civvies. Personally, I think wounding is still too steep. There is no realism there at all. As nice as it is to think that divine intervention will take place and the heavens will part with a booming sound of rolling thunder and a brilliant flash of light and a great and mighty hand will reach out and put the head slap of doom on an asshat for shooting a civilian, it is just unrealistic, and can completely screw blufor, and cost them game changing assets, such as choppers, tanks, or APC's.
With a wounding in place, an organized group of civvies could theoretically suicide under the wheels of a tank or APC in sequence, wounding the driver several times, in effect sniping him out of his vehicle. This is hugely exploitable, and should definitely not be implemented. Spawn timers are so-so, but can be offset to the point that a good APC/tank/chopper crew can basically kill civvies at their leisure, and it's a minor speed bump.
I think that the intelligence penalty needs to be sharply increased, even to the point of relocating (think despawning and respawning in a new location, not intentional movement and placement of) a cache. Blufor works hard enough to uncover cache locations that the threat of the insurgent teams being able to "move" a known cache should drastically cut down on civilians being mowed down in the street, while at the same time not completely screwing up Blufor's chances at a successful counterinsurgency operation.
I simply believe that civi killers should be punished harshly. If they are inside a vehicle, they have 1 minute or 2 to return to base to prevent that asset from being detroyed/abandoned.
I think that putting civi-killers into wounded state would be effective because, 1st, it wouldn't be a "minor" annoyance. Besides losing IPs, you lose a ticket and waste time. Also, if you are someone who doesn't have a medic nearby normally (ie. a Sniper or a lonewolf), it normally means you DID have time to aim and confirm your target before firing, or you were not playing the game properly.
I really want harsh civi punishes to prevent people from exploding a mob of civilians. That wouldn't be allowed IRL if they were not collaborating with insurgents. Would be great for gameplay, keeping BLUFOR soldiers' hands tied (don't get me wrong, I almost exclusively play BLUFOR on insurgency maps) and encouraging people playing as civilians.



