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Re: BLUFOR Civilians

Posted: 2013-04-12 12:13
by Frontliner
[R-DEV]Rhino wrote: EDIT: one big problem that I've just thought of with this idea is, in order for you, the player to look like a civi, you need to spawn in as a civi, which would mean ditching one of our spawn kits in order to be able to spawn in as one, which currently isn't an option from what I can see...
The LAT kit would imo be the best for this purpose, armoured vehicles are rarely in the hands of simple insurgents.

Re: BLUFOR Civilians

Posted: 2013-04-12 16:15
by hobbnob
Onil wrote:If you read my thread you would have noticed that I suggested two options, one of which is the same as yours and that is the one that I even tested in game. So it is not too complex at all. The second one was more complex but that was an extra suggestion, not the main one.

Are you saying that not having the current intel system and only relying on the informants. UAV and the recon units would only work on organized matches? That makes no sense since it's actually alot easier to figure out where a cache is on a public server then on an organized event because of all the lack of discipline and seriousness. You can easily notice where a cache is based on higher value kits and spawning enemies.

The current intel system gives you the exact location of the cache about 90% of the times if you have played it long enough to understand how it works. And even if you didn't have the big red diamond symbol on the map, you could easily predict where the cache is just my looking at that area with the UAV.

I do enjoy something that adds extra teamwork and new roles in the game specially if its challenging. So if the removal of the current intel system and adding the informants would make it harder to get a cache, you can always reduce the amount of caches the blufor needs to take down.
I did read it and your two suggestions are pretty much the same, as your first suggestion would require the second in order to work. You also neglected to mention the possible impacts on gameplay, teamwork, any possible exploits etc. Of course it's also possible that the devs just missed it at the time, but this is not the thread for that.

Neither is it the thread for suggesting that we get rid of the intel system, so write a thread proposing it if you want to have it out that badly :)

Re: BLUFOR Civilians

Posted: 2013-04-12 16:51
by Onil
hobbnob wrote:I did read it and your two suggestions are pretty much the same, as your first suggestion would require the second in order to work.
Wrong... read it a third time, maybe you will understand it then. The first option is exactly the same as you are suggesting here and is not dependent on anything else than the kit being added to the spawn screen. It is simply called informant instead of civilian.

I'm not trying to still your thunder or anything, just pointing out that it was suggested back in 2009 since the issues with the civilian role are as old as this suggestion.

chill!

Re: BLUFOR Civilians

Posted: 2013-04-12 21:17
by waldov
Onil wrote:This is actually a re-suggestion.

It was suggested by me years ago and I even did it myself and tested it in game. The devs simply ignored it.

https://www.realitymod.com/forum/f18-pr-bf2-suggestions/59876-informant-kit.html

If this would get implemented, I would remove the current intel system for the caches. Blufor should use their informants, UAV and recon squads to find where a cache is instead of getting intel based on how many kills they get.
Now i like the sounds of that sounds like real teamwork.

Re: BLUFOR Civilians

Posted: 2013-04-12 21:19
by hobbnob
waldov wrote:Now i like the sounds of that sounds like real teamwork.
Sounds to me like loads of people either waiting at main or wandering about alone looking for enemies, but like I said. If you want to suggest this, then make a thread.

Re: BLUFOR Civilians

Posted: 2013-04-27 18:58
by hobbnob
CrazyHotMilf wrote:actually , if you can make the blufor civis have an arabic look + half arabic voice (mybe english accent arabic speaking ) it could be somekind of an informer / spy so , because if you give them an arab look so they wont get shoted that much by insurgents whats gives them a better chance to collect intel , you should give them a radio , bino , unarmed and a knife , if you could make a camera (lol not for recording ) just for a simular use as an Binoculars that will be nice faction
Unfortunately we can only have one voice set per faction apparently, but as I said in the OP the informant would have the same kit geometry and soldier model as the insurgent civilian, making him indistinguishable. Agreed on the loadout, but a camera isn't necessary IMO since 1)they're not used often irl and 2) we won't have to make a new model if we just use binoculars.

I don't know about the radio though, such an efficient method of spotting would lessen the need to use voice comms.

Re: BLUFOR Civilians

Posted: 2013-04-27 19:18
by rodrigoma
would be cool if they could talk in mumble both to the blufor and opfor.

Re: BLUFOR Civilians

Posted: 2013-04-27 20:41
by Sgt.BountyOrig
Sorry to say, this won't solve teamkilling at all. Even in full uniform of the same side, I still get shot by trigger happy fools, however the other gameplay aspects seem very worthwhile...

Re: BLUFOR Civilians

Posted: 2013-04-27 21:39
by Heavy Death
Not a bad idea. +1

Re: BLUFOR Civilians

Posted: 2013-04-28 04:36
by Jolly
But some ppl do like to check map.
Can Civis disappear on the map?

Re: BLUFOR Civilians

Posted: 2013-04-28 09:14
by hobbnob
Jolly wrote:But some ppl do like to check map.
Can Civis disappear on the map?
Not that I'm aware of, but checking the map would be fine anyway since
1) Not everyone does it
2) It takes a bit of skill to match up the little dots on the map with the corresponding people
3) IRL you can radio back to check the identity of someone.

Re: BLUFOR Civilians

Posted: 2013-04-30 05:21
by risegold8929
Jolly wrote:But some ppl do like to check map.
Can Civis disappear on the map?
This.

I'm happy if BluFor want to run around as fake civis, I'll just check my map.

Re: BLUFOR Civilians

Posted: 2013-05-03 13:56
by =-=kittykiller
cant I just pick up a civilian kit as it is right now?

and have no "name tag" certainely enough to make any insurgent think twice before shooting.
this with the soldier torso and the civilian head and gear is already in game.

and kinda would resemble what passes for a blufor collaborator etc.

not only this kit but the head scarves etc I think this is already in game good enough. With mumble u cud call to the civi no response kill him.

Re: BLUFOR Civilians

Posted: 2013-05-03 15:23
by Truism
I really wish they'd remove friendlies on the map already. Also this is a great suggestion - love to see this implemented along with the intel system being removed and insurgent civilians split into true civilians and collaborators.

Re: BLUFOR Civilians

Posted: 2013-05-03 16:14
by =-=kittykiller
Truism wrote:I really wish they'd remove friendlies on the map already. Also this is a great suggestion - love to see this implemented along with the intel system being removed and insurgent civilians split into true civilians and collaborators.

1./ its a game

2./ it needs two teams

3./ its supposed to be more step into fun than AAS

4./ did you ever play all channel mumble insurgency the 3d voice is better now than it was and back then it was great fun.

5./ you can give urself a half second advantage with an enenys kit as it is. ! ?

6./ this advantage is ruined at long range this is a balance, blufor steal kit get good up close , opfor steal kit get good long range.

7./ the last thing insurgency needs is more WTF

8./ please view [url=http://%20https://www.realitymod.com/forum/f18-pr-bf2-suggestions/119614-removing-insurgent-main-bases-3.html#post1890479]http:// https://www.realitymod.com/forum/f18-pr ... ost1890479[/url]