Damn, too bad people are hardcoded...
I sort of like the idea though, but firstly the DEVs should develop an even more advanced punishment/reward system based on the intel ticket system, which reflects the various sides (pros and cons) of the bluefor's RL
heart and mind operations.
Thing is; the bluefor are hunting for caches, the ins are defending them, and the civs who should be a third faction, are now just the
ins medics and
have no "mission"/role of their own.
With the
scenario mode however, I believe the DEVs have thought about giving the civs "missions" as well, which relies on the bluefor and ins' objective outcomes.
Lets say bluefor fail to do task A because they had to choose between task A and B, and they can't do both because it has a timelimit or w/e (this can be taking out caches, destroying propaganda radio towers or simply capping a small village). The reward for completing task A is more tickets, and the reward for B is more intel points. But the point is, they
have to choose (not the point of the idea, just a side point)
If they manage
not to kill any civs while doing the first set of objectives, bluefor will recive more intel points when the first task is done. If they fail to do this however, more requestable kits for the civs (or the standard kit spawning set up, which instead more lethal weapons would be avaible + more bomb cars would spawn and more rpgs would spawn at the caches, spawn time lowered for weapons and ppl etc) <== could be combined with the orignal "all spawn civ" idea of the OP.
I am sure the DEVs have been thinking of pretty much everything, but I think it's better to spend a heck load of time to code an advanced ins mode with many outcomes than, a simple spawn n die mode. (If it's possible to tweak it this much ofc)
