Insurgents as a limited kit

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Blakeman
Posts: 450
Joined: 2007-11-21 20:49

Re: Insurgents as a limited kit

Post by Blakeman »

gclark03 wrote:Well, I just don't see how it's credible for almost everyone to have a fully-automatic assault rifle at the start. Aren't there a lot more bolt-action rifles used by the Insurgents than AKs?

At the very least, it would force more of them to know exactly where the active caches are and actually stay somewhat near the caches to stay alive with their precious AKs, G3s (FAL placeholders), and even the occasional iron-sights M16.

I agree: anywhere from 2/3 to 3/4 of the team should have a pickup kit of some kind (rifle kit or specialized kit).
Looks like mostly AKs to me...

Image


Civilians would get normal respawn and Collaborators would get a slightly longer one if my idea were used.

I call the Collaborator healer a doctor because medic sounded too much like a military term.
sentinel
Posts: 110
Joined: 2008-07-29 16:19

Re: Insurgents as a limited kit

Post by sentinel »

It would be interesting to see how would the blufor react when they would mostly see just civilians minding their own business and they couldn't be arrested. I think it would make them paranoid. Very nice.
"- Jackson_Action"
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Insurgents as a limited kit

Post by mat552 »

Dr2B Rudd wrote:It would be easy unless intel penalties and civi kill puninshments were beefed up
Once three caches are reviled, the only thing that would conceivably deter me from killing civvies is a server kick. The temptation of forcing other players out of the game for a considerable amount of time, potential IEDs and RPGs is just too great to ignore. The benefits of having so many less enemy fighters is so overpowering to any punishments that would fit anywhere within the genre of "realistic" for the coalition. Yea instant retaliation kills are nice, but that assumes that you A) have a suicide collar on or B) have an officer nearby to shoot you.

I don't know a whole bunch about the military, but I'm fairly sure that neither of those things are a common occurrence.

And honestly, Trading 10 or 5 or even 3 soldiers for one ticket seems like a fair trade. 1 civvie kill for a death would even be ok by me. If 32 brits faced 32 civvies on a firing line, the brits would be foot mobile closing on caches before the civvies could respawn, grab a gun, and get to defensive positions.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
Blackbird-911
Posts: 11
Joined: 2009-01-14 11:50

Re: Insurgents as a limited kit

Post by Blackbird-911 »

I'd like for everyone to spawn as civilians, and have to find their weapons (stored in multiple houses, and random places). That would definitely be realistic.
single.shot (nor)
Posts: 692
Joined: 2008-04-12 07:06

Re: Insurgents as a limited kit

Post by single.shot (nor) »

... i think there is a reason the DEVs made it impossible for civis to grab kits..
War is a huge matter for a nation. it's the field of life and death, destruction and survival, and such matters cannot be left unstudied. - Sun Tzu
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Insurgents as a limited kit

Post by Rudd »

single.shot (nor) wrote:... i think there is a reason the DEVs made it impossible for civis to grab kits..
since the civi kit disappears immediately it doesnt really matter anymore, as long as civi cant get on a 50
Image
ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: Insurgents as a limited kit

Post by ralfidude »

Ladies and gents, u forget that bluefor are an extremely arrogant bunch when it comes to the civies. As it stands right now, this would mean that bluefor would need only to get in a car and just plow right on through all the civilians they see without penalty...

Unless some type of constructive plot-meaning-goal is given to the civies, it could potentially kill this mod.

Im not saying it wont work, just saying the idea right now is extremely raw.
By now, i know a dev must be laughing his head off. But until a workable idea is given, who knows? Maybe?

Considering ppl on PR usually ***** about the smallest of things (me being one of them from time to time) takign guns away from players will create a revolution.
Image
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Insurgents as a limited kit

Post by Solid Knight »

For every civilian death a mortar strike lands on the coalition force's main.
ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: Insurgents as a limited kit

Post by ralfidude »

:)

Allah strikes back?
Image
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Insurgents as a limited kit

Post by Solid Knight »

Well it's not uncommon for mortar strikes to occur on bases and it is a really good incentive to check your fire.
ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: Insurgents as a limited kit

Post by ReadMenace »

Solid Knight wrote:Well it's not uncommon for mortar strikes to occur on bases and it is a really good incentive to check your fire.
Unfortunately that's good incentive for wankers to come in and ruin everyone's game.

-REad
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Insurgents as a limited kit

Post by Solid Knight »

So everybody wins, right?
M_Striker
Posts: 513
Joined: 2008-05-31 00:36

Re: Insurgents as a limited kit

Post by M_Striker »

I definately think 4 insurgents is way too little enemies IMO.

I think this idea won't really contribute to the gameplay too much. With the mass amount of civies, i KNOW they will be played unrealistically. And what would the civies do? Walk around? (which is acting realistically) Sounds pretty boring... :|

It would be a GREAT idea if we could get the players to act like real civies (don't think it would never happen), but until then, I say leave it as it is.
Last edited by M_Striker on 2009-01-16 21:48, edited 2 times in total.
Human_001
Posts: 357
Joined: 2008-08-02 10:26

Re: Insurgents as a limited kit

Post by Human_001 »

When I first started to post on PR forum, I suggested about putting in AI civilian to walk around like in real city environment. Only to be told by developers it is hardcorded. (thats when I got explained about meaning of the word.) But I still can't quite understand why Co-op mode can't be used to make this AI civilians, and possibly few Base guard for coalition.
Spec
Retired PR Developer
Posts: 8439
Joined: 2007-09-01 22:42

Re: Insurgents as a limited kit

Post by Spec »

Because that would take player slots - the server running this map would then lose lots of players if it was full before - And probably the AI can't be coded to walk around or guard a base. They can only capture flags and kill people/destroy things. They're made for vanilla, there's no real reason for them to be able to navigate through a huge city. Nothing in BF2's AI is similiar to walking around. There is not even a "patrol" kind of script. All I could imagine would be placing flags without importance to the game all over the city. The civilian bots would go there, cap them, and go to the next flag. If the flags would un-cap themselves after a few minutes the civilians MIGHT be forced to walk (or jog) around the city that way, but it would certainly not look realistic if you watch one of those running to a tree, standing there for a minute, running to a house, standing there for a minute, etc etc. And I wouldnt know what they'd do when they see players. Since they'd have no weapons, would they run? What do bots that are out of ammo do? Would they try to "knife" the players, not realising they have no knifes?

And squads are hardcoded:

The bots would need a "attack" order for the flags they are going to run to pointlessly. That would work on a server with only bots on, but what if there is a human commander not giving the bots these orders? Or if a human joins a bot squad, telling a group of civies to do something completely stupid?
Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: Insurgents as a limited kit

Post by Rangu »

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) :-P
Last edited by Rangu on 2009-01-17 00:02, edited 1 time in total.
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
Post Reply

Return to “PR:BF2 Suggestions”