Psyrus wrote:Nor do blufor mortar the **** indiscriminately out of places with known unarmed civilians... so it's a good balance.
ill try again, but let me start at the beginning of your thread, which in that case is your headline.
"Harsher
Collaborator RoE Punishments in Insurgency (Per Player)"
collaborator... well, correct me if im wrong but a collaborator is a person who is actually working together with a faction or group of individuals by providing active support.
the term "civilian" does not fit in this definition, since the only place where we PR players would see those civilians then would be far BEHIND the frontlines doing civilian stuff or at least passive support like healing and reviving, maybe warning by using their binocs.
the daily experience proves that this aint reality in this game and the usual places for those collaborators to be are:
- grouping up in front of at least 2 warriors, acting as a human shield
- on the frontline, sneaking around blufor troops and killing them with stones
- between several warriors, picking up armed kits every now and then to provide active support and lay down the kit again
id say, redefine the RoE within PR and optimize the collaborator kit would be the best solution for both sides.
blufor changes:
- "
Info about the incident" sounds nice at all by the way
- if a blufor kills a collaborator regarding all stuff that ive written below the blufor loses 25 intel points. fair enough!
no other changes needed from my point of view, the actual punishments are strict enough
insurgent changes:
- it should be impossible for the collaborator to change his kit as long as he is alive, and if he does he receives the black screen + the usual punishment.
- you have to be in a squad to be able to choose the collaborator kit
-> if you leave the squad, you have to lay down the kit or receive a black screen within 30 seconds
- the collaborator kit should be limited to a maximum of six
- the collaborator has to stay behind the frontline, at least 50 meters behind the next combatant, otherwise he receives the "youre leaving the map" message + the usual punishment.
- if any combatant needs support, he has to fall back and lay down his kit to receive passive support by the collaborators
OR
- the idea of a vehicle or something similar that can be used as point for withdrawal where the combatants can fall back to without laying down their kits and receive active medical support from those collaborators.
- any collaborator moving up offensive against blufor troops automatically loses his status and is free to kill/arrest/punish
conclusion
seems like thats pushing the limits of the game, huh? sounds also like there has to be much teamwork involved to use those kits properly. shouldnt that be the right incentive to think about any changes within this mod?
-> how to get more proper teamwork out of that kit?