Collaborator poll: choose your solution.

Suggestions from our community members for PR:BF2. Read the stickies before posting.

What do you think should happen to the Collaborator?

Decrease collaborator spawn time a bit (60-90 second spawn)
32
13%
Decrease collaborator spawn time a lot (20-50 second spawn time)
63
25%
Stricter punishments for coalition, one or several: ticket loss, death,more caches spawn etc.
65
26%
Collaborator does not need any major changes, it is fine as it is.
15
6%
Replace/remove collaborator. Scout or a totally new class.
30
12%
All insurgents should spawn as collaborator and pick up weapons.
39
16%
I have another idea (post your own idea)
4
2%
 
Total votes: 248

DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: Collaborator poll: choose your solution.

Post by DesmoLocke »

1 and 3 seem best IMO
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Rick Bazooka
Posts: 45
Joined: 2009-01-10 01:31

Re: Collaborator poll: choose your solution.

Post by Rick Bazooka »

2,3 and 6

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NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Re: Collaborator poll: choose your solution.

Post by NyteMyre »

1. Stricter Punishment
2. Shorter respawn times (normal spawntime+ 10/20 seconds)
3. 2 minutes spawntime when arrested
4. Remove medpack + epipen, bring back 10 field dressings

That's about it
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: Collaborator poll: choose your solution.

Post by [uBp]Irish »

yes.. they shot the woman because she was "collaborating" with the enemy...

they're not murderers if the fact is it's going to stop RPG's hitting the marines.

this section i've portrayed has gone off topic.



If we want to call the Collaborator a civilian, then rename the Class to Civilian, because Collaborator gives it the connotation that the person is not a civilian.
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LudacrisKill
Posts: 262
Joined: 2008-05-15 19:20

Re: Collaborator poll: choose your solution.

Post by LudacrisKill »

Remove it... can you remember anything said positive about the class??
GreedoNeverShot
Posts: 213
Joined: 2008-06-16 20:48

Re: Collaborator poll: choose your solution.

Post by GreedoNeverShot »

Some person is throwing rocks at you, relaying info to terrorists, calling in mortar strikes on you, healing terrorists, and leading you into ambushes, and you can't even shoot em?
Make a scout kit and give mortar strikes to SL, then remove the collaborator kit, only noobs are usually it anyway...

Negatives of Collaborator:
No weapon
Insane spawn time
More insane spawn time for suiciding
getting shot on sight
constantly getting knifed or having no action
Inaccurate mortar strikes that some noob wastes
Giving intelligence points to the other team
Less sprint, even though you have less equipment

Positives:
Not as boring as commander
Get familiar with the death screen
Last edited by GreedoNeverShot on 2009-03-03 01:48, edited 1 time in total.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Collaborator poll: choose your solution.

Post by Rudd »

NyteMyre wrote:1. Stricter Punishment
2. Shorter respawn times (normal spawntime+ 10/20 seconds)
3. 2 minutes spawntime when arrested
4. Remove medpack + epipen, bring back 10 field dressings

That's about it
this would make civi alot more fun and realistic
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Warpig-
Posts: 1610
Joined: 2008-08-06 20:29

Re: Collaborator poll: choose your solution.

Post by Warpig- »

I agree. That sounds pretty good ^
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Cause we throw bombs on it, throw bombs on it. Just smash something, yeah mosh for me.
USMC_Cook
Posts: 89
Joined: 2008-01-04 20:43

Re: Collaborator poll: choose your solution.

Post by USMC_Cook »

After some fine tuning, the collaborator (I just call him civ) will add more depth to game!

Imagine how much different the game would be if you were playing blufor and there were severe punishments for killing a civ. It would just add another element to the game, and it would also increase the realism and make you think twice before engaging. From an insurgent point of view, the civ is great for leading Marines into ambushes. I think the civ is actually the best kit for squad leading as an insurgent, and it really makes the game much more fun when he [the civ] is around.

People say that it is stupid to have a civ because they would just shoot him in real life, but the fact is that in reality, you can't shoot an Iraqi until he tries to kill you. Of course we know the civ in the game is aiding the enemy, but the fact that you can't kill him unless he is in the act of helping the enemy (pulling out med bag) simulates the fact that in the real world, you don't know who is helping the enemy and who isn't until that person is caught in the act.

In conclusion, with some adjustments I think people on both sides will appreciate the element that the civ will bring to PR. This game is supposed to be a milsim, and the civ goes a long way in adding to the simulation. If not for the civ, the game is a death match where one side is looking for object X while the other side defends object X. However, the civ (if penalties for killing him become much more severe) can add a whole new dimension to the game.

DON'T DROP HIM FROM THE GAME, MAKE KILLING THE CIV/COLLABORATOR A SERIOUS CONCERN FOR AMERICAN'S AND THE GAME WILL BECOME BETTER AS A WHOLE!
Jedimushroom
Posts: 1130
Joined: 2006-07-18 19:03

Re: Collaborator poll: choose your solution.

Post by Jedimushroom »

Also the Civ needs more to do to stop people getting bored and jumping into the line of fire.

He already has a grapple hook and heal ability, how about ammo or something as well?
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wookimonsta
Posts: 681
Joined: 2008-08-31 13:16

Re: Collaborator poll: choose your solution.

Post by wookimonsta »

any collaborator within 15 meters of an insurgent in the last 2 seconds is a valid target. If you hang out on a roof where a bunch of guys are firing rpgs at a tank, you can expect to get blown up

outside of those 15 meters (maybe less, would need to be experimented with) killing him gives stronger punishment than before
Jonathan_Archer_nx01
Posts: 327
Joined: 2006-12-22 12:42

Re: Collaborator poll: choose your solution.

Post by Jonathan_Archer_nx01 »

'[uBp wrote:Irish;950517']1, 2, or 5.

7:

Remove the -100 point score, and the time added on to your spawn time (if blufor) We all know that points shouldn't mean anything in PR (teamwork is the only thing that matters!) but really.. some stupid civilian blatantly walks infront of my fire on a group of insurgents, and I now have a ridiculous spawn time because of it?

If he's a collaborator, than he deserves to get shot if he's stupid enough to be in a war zone SUPPORTING and COLLABORATING with the enemy. If you're helping the enemy, you are the enemy and therefore, red = dead.
sounds uncool :-|
[uBp]Irish
Posts: 1794
Joined: 2007-01-17 23:47

Re: Collaborator poll: choose your solution.

Post by [uBp]Irish »

Jonathan_Archer_nx01 wrote:sounds uncool :-|
...i'm sorry?
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Epim3theus
Posts: 1110
Joined: 2007-01-03 13:23

Re: Collaborator poll: choose your solution.

Post by Epim3theus »

I say remove it, mentioned before in this thread, there is a constant whine about civillians. And not without reason. Civillians should be hiding in the cellar or move out of the area, not wandering through a combat zone looking around with binos.
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HybridX
Posts: 57
Joined: 2008-02-29 16:47

Re: Collaborator poll: choose your solution.

Post by HybridX »

The other night on our community server [T+T] we has 8 collabartors surrounding 1rpg running across the desert on karbala to atttack my squad... needless to say the rpg got picked off and we knifed all 8 collabs.... they just kept feeding us intel. Collabs are intel feeders and thats it
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PR.IT Stek_WAR
Posts: 61
Joined: 2008-10-15 23:47

Re: Collaborator poll: choose your solution.

Post by PR.IT Stek_WAR »

I have a new guy idea: to create more than just collaboration, another type of Insurgent: civilians with stones and a fild dressing that can not be "arrested" and respawn times really low.

If they are killed is the same rule of collaborators

In the film "Black Hook Down" are many civilians, as well as in reality
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ghOst819
Posts: 209
Joined: 2008-10-16 22:10

Re: Collaborator poll: choose your solution.

Post by ghOst819 »

I say lower the spawn time but let them have a pickup up kit ,and if caught with it then apply the 150 sec spawn time.
Threedroogs
Posts: 404
Joined: 2006-07-20 00:38

Re: Collaborator poll: choose your solution.

Post by Threedroogs »

the civilian class is vital for insurgent squads, in my opinion. it just adds way too much flexibility to the squad to ignore it. collaborators also help keep a squad together because they can heal and revive people.

i voted for 1 and 3 although i am thinking that the collaborator spawn should remain the same after further thought. with cell leaders' lives being worth 7 intel points each i think there's room to increase the penalty for the team that kills a collaborator. i'm not entirely sure how many intel points a side loses for killing the collaborator (i think it's 7) but perhaps that should be raised (to like 20 or so).
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Cheezy Poofz
Posts: 4
Joined: 2009-03-04 00:40

Re: Collaborator poll: choose your solution.

Post by Cheezy Poofz »

If an american shoots a collaborator, its a teamkill. :2gunsfiri :crazy:
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: Collaborator poll: choose your solution.

Post by RedAlertSF »

Options 2 and 6 are the best ones.
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