Taking Prisoners

General discussion of the Project Reality: BF2 modification.
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H.N.Khan
Posts: 5
Joined: 2021-05-01 10:33

Taking Prisoners

Post by H.N.Khan »

Hello, I am a long time player and lover of PR.

Before i begin i want the concerned people to note i would have put this post in the PR suggestions forum but unfortunately i seem to be disallowed to post anything there. i would gladly put this wherever fitting and allowed. Until then i hope i could get a discussion for my topic here.

I would like to mention the death sequence of a player. It appears a lethal shot wounds him, which is followed by him bleeding to death, massive explosions leading to death, or being lethally shot about 2 minutes within revival resulting in death.

Then again we also have INS maps where if you manage to arrest someone, the target is essentially dead dead, and BLUFOR receives intel leading to revelation of a strategic target of interest.

Now, in any conflict taking prisoners is a key and vital tool for success in the grand scale of things. so significant that it dictates the nature and rules of engagement for any unit. One of the common ways is to have the medic look at the casualty, see if he can live, and have him treated just enough so that he can talk after the arrest.

The tactical consideration here for the squad leader is whether or not he will risk having the soldiers drop their guard and walk downrange to asses the enemy casualties.

Now, in terms of PR, perhaps we can bring this mechanic to both AAS and INS in the form of right clicking with melee. I'm saying, not just as we do it in INS by sneaking up on live enemies, but also for wounded enemies as well, using the cooperation of a medic and another friendly. i will explain the proposed procedure further below. first, why i think this could be interesting.

Suppose BLU is arresting and OP is getting arrested. The strategic value for BLU in AAS could be the FOBS OP have placed and their *tentative* locations. or perhaps a tentative location of a single emplacement, requiring further recon. the same way we have a tentative location for caches. This is certainly vital intel, enough to warrant actually risking taking prisoners. on the other hand OP could actually end up saving tickets which they would otherwise lose by giving up. perhaps OP could choose to reveal 1 random fob location if it meant saving 30-35 tickets at a vital point of the round. and that responsibility would be spread across the whole OP side since 30-35 of them have to choose being taken prisoner, supporting greater collaboration (and even rescuing and reviving other squads, which we don't explicitly see)

Allow me to propose a standard operating procedure for arresting.

First task is to identify who is merely wounded and not dead. this can be done by checking if the bodies are drag-able (implying that the medic will know who is and isn't beyond saving upon closer inspection). Next, the medic will administer an epi-pen reviving the enemy casualty. next, a supporting squad mate should be standing ready to arrest him, alt clicking melee. Ideally in this situation OP should not be able to equip any kits in this period. he should not have the ability to sprint either. he should really be at 10% health as we are after revival. but keeping in line with what we already have in PR, at least the medic can drag the body at a distance where OP doesn't equip kits upon revival.

For INS maps, this mechanic disincentivizes OP from face to face confrontation (which rarely happens in real insurgency situations) and supports avoiding contact and planning ambushes from which they can walk away instead of the human wave like confrontation we see in PR with their unlimited tickets. perhaps here INS could be incentivized to risk being imprisoned with a chance to drop a booby trap grenade as is common with the insurgencies we see today.

I would now like to tell you about my favorite idea with prisoner taking, in hopes that the devs will be inspired by it's prospects, regardless of feasibility.

The INS commander can choose only one body per round which will be revived and held hostage. the player cannot move and can be shot for no real cost to BLU. This hostage situation will be notified to BLU but his position will not be exposed immediately. this can either be discovered by BLU independently through their usual intelligence gathering acitivities (getting kills and taking prisoners), or after a while will be exposed like a cache site, which will start bleeding BLUFOR tickets until rescued. he can be rescued by using an epipen (which allows him to sprint) and ***transporting back to main*** because the extraction can still be ambushed and the hostage killed. The consequences of extraction is that 50% of bled tickets can be regained. While killed hostage **AFTER EPIPEN** means all bled tickets is lost and bleeding stopped. killing hostage *before epipen* means more tickets awarded to BLU (implying greater public support for revenge of fallen soldier), incentivizing **holding** of the hostage.

I believe all of this adds to the tension and dynamism of Insurgency operations and creates avenues for Team wide urgent cooperation and beforehand collaboration across all formats. I believe this can create unique strategic considerations for the different factions given their assets, tickets, and for the INS, manpower allocation. furthermore, This certainly brings the INS commander to center stage.

I hope i could pique your interest with this writing. i look forward to learning if any of this is feasible and if not, why. I wish to add to the PR experience and a critique of this idea could help me learn what works and what doesn't.
Coalz101
Posts: 493
Joined: 2017-07-03 11:11

Re: Taking Prisoners

Post by Coalz101 »

Too complicated to be implemented in a public game. Maybe as an event it will be great.
JamesRyan123
Posts: 23
Joined: 2020-08-26 16:37

Re: Taking Prisoners

Post by JamesRyan123 »

no way, engine limited
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Suchar
PR:BF2 Lead Developer
Posts: 2208
Joined: 2016-10-12 13:25
Location: Poland

Re: Taking Prisoners

Post by Suchar »

Suggestion outside of the suggestions forum.
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