Dude388 wrote:I like this, but I need a small bit of clarification.
Lets say this car has 6 seats (for sake of argument). Now a full Insurgent squad hops in to drive to a location, all Collation players that see this car will think "This is a transport car, so it must be transporting normal insurgents plus the one civilian driver".
If this is known, one of two things could happen:
1. The soldiers that spotted the vehicle will follow it to wherever it goes and kill the inhabitants (minus the civilian). And if this leads to a cache, then the point of bringing reinforcements to defend a location is pointless. However, this is a player's error if they drive straight to the cache, but as you stated this is a transport vehicle, and the insurgents are defending cache 90% of the time, where else would they be driving?
2. The soldiers just blow up the car anyways because even though they will get several insurgents out of the battle for a bit, and not lose as much Intel because they also killed some regular insurgents, which gives Intel. In addition, players don't seem to care care if they shoot civilians as much since v.75 so this might not be as safe first thought.
My question in short is how severe will attacking these vehicles be? They would have to be almost double the current penalties to keep example #2 from happening. As for example #1, this depends on the driver being alert and making sure they aren't followed, but how DO soldiers stop this vehicle, if it is known that these vehicles are transporting enemies? Perhaps a spike strip to disable the vehicle?
Like I said really good idea, but need serious tweaking first.
I would keep the penalties the same for killing the civ driving as one walking. Sure people might start just opening up on the minibus, but after you kill a lone civie a couple times you'll start looking for insurgents. I feel people need to be watching more. Right now the norm is to just shoot everything that moves. Which is the total opposit of what an insurgency is supposed to be. And think of the crazyness that a bus load of collaborators could cause, sure, the whole squad has to wait 250s or whatever, but when they blow up that bus they'll set themselfs back huge as far as intel points go.
About stopping the bus, it all depends what they can do to a car. I dont' know much about the damage system so i can't really comment. Just that it would be nice if a small amount of gunfire to the engine would stop the vehicle from moving.