Re: Insurgent Missdirection
Posted: 2011-03-29 20:19
Wouldn't the ROE say that you won't be able to shoot an armed collaborator unless he attacked you (treat it like reviving is right now)?
Ok, i remember that, and it was horrible. then DB came along and miricled it into a workable system. Getting that same person to rework a system that took probibly in excess of a hundred hours to figure out and write aint easy. I always figured back then that it was less of a collaborator problem and more of a blufor problem.mosinmatt wrote:Ok. The civilian/collaborator.
The ingame ROE dont necessarily meet what they would be IRL I think. BUT! That doesnt really matter all that much.
Look at some of the more left-wing reporting on the war in Iraq. Even if the "civilian" is helping a group of guys with AKs and RPGs, they still report it as killing Innocent civilians.
So, while you shooting that unarmed guy may fall into actual ROE...it is OUTSIde the "hearts and minds" ROE of the common folk at home.
Insurgents, and especially the HAMAs are known for using human shields. When these human shields are killed, the BLUEFOR are blamed for it.
That is just my 2 cents. I like the ROE for the collaborator now. People are always going to whine about it though. It is not like the civilian can directly hurt you. Anyways....they are easily gotten rid of if you know what you are doing.
The old rules were HORRIBLE. I mean, you would spawn as a civilian. Stand around a bit... go out, get shot, then you would have to wait 120+second, JUST CAUSE you were that class, where as the blufor never got punished for it. It was a useless class. But now it is great, and can be a true asset to the INS team.
I cant begin to imagine how a "near miss" with balistics could effect the conditions in the in-game ROE.Bob of Mage wrote:Wouldn't the ROE say that you won't be able to shoot an armed collaborator unless he attacked you (treat it like reviving is right now)?
You may be suprised just how few people care about the current spawn penalties. If your in a vehicle and keep killing civis and dont die youd never have to worry about it, and as far as intel goes at least half the games played it isnt needed anyways because there will always be that one idiot shooting rpgs off from caches. Had one round on Fallujah, our squad personally took down 6 of the 7 caches, the second cache we were actually in the process of burning when Gary detonated and tked the cache. We were actively attacking every cache BEFORE the cache markers went up because of people spawning on them and using communication with other non squad members.Mellanbror wrote:The odd player might, in the beginning. They have a 1 in 3 chance it's an ok civi to shoot.
But seeing as this would lead to it being more "civis" around, you don't think players would learn fast when they more often get the spawntime penalty? I do.
Besides the spawntime-penalty team would suffer from loss of intel.
I believe this would lead to bluefor being more careful around civis, not less.
If it would be a problem, then change ROE, even armed civi could fall under ROE as is. I.e you get a penalty shooting him if he hasent had his gun up the last 2 minutes.
I would myself just be more careful around civis. Probably feel game was more exciting then now. The whole point is not knowing - harmless or not.
@Ghost and Rissen: It would be nice if you elaborated your thoughts a bit more.
That is horrible.Mikemonster wrote:What about giving Buckshot Shotgun to all rifleman kits in Insurgency? Still fairly short ranged, but would stop Civvy's taking the p1ss.
(I am a regular Civvy user and think that is the best compromise).
QFT.Psykogundam wrote: in blufor, what keeps squads together? an overall sense of a goal, the reliability of squad member functions and a medic to pick my *** up if i mess up and get shot. do the insurgents have that at their disposal..... like really have it?
Raneman wrote:Perhaps make them more susceptible to suppression when lone wolfing and less when close the rest of their squad?
If you don't enjoy the insurgent team, why don't you switch to blufor?Integ3r wrote:What it all amounts to is: Playing as insurgent is not very fun.
There are no zombies in this game. If you like zombie games, maybe you should look into dead rising.badmojo420 wrote:Blufor take hours to get to your ambush because random zombies keep attacking them.
Except the one sentence you've selected to single out doesn't say I like zombie games.Integ3r wrote:There are no zombies in this game. If you like zombie games, maybe you should look into dead rising.
SEE, I CAN SINGLE OUT A SINGLE SENTENCE AND COMPLETELY DISREGARD EVERYTHING ELSE YOU WROTE TOO!
If you'd pay attention, you'd see that I did point out that waiting and setting up ambushes only makes sense when the cache area is revealed. Defending the cache IS fun. Until a cache is revealed, your objective is effectively nothing. That is, IN SHORT, my gripe with insurgency. Pointless and fruitless waiting is not fun. But currently, that's basically what you do. That, and walking around looking for action only to find the BLUFOR defending their firebase and mowing you down as the only path over there is through an open field.
EDIT EDIT: sleep deprivation affecting grammar, and sentence structure.
Thats is NOT a solution, im not reading the rest of your post. people allready teamstack too much as it is.badmojo420 wrote:If you don't enjoy the insurgent team, why don't you switch to blufor?
Invisible mines sounds kind of unfair and I can imagine more teamkills than we're already getting.Psykogundam wrote:Thats is NOT i mean when the AR was turned into a laser beam with telescopic sight nobody even considered invisible mines afaik which would have balanced things out a lot imo.