Re: Coalition kills Collaborator = Instant death
Posted: 2009-01-10 17:04
Remove the Civilian class from Insurgency.
If they don't change the current situation they might as well. Scouts are a nice class to play on Archer and Korengal and they would work fine on Ramiel/Basrah.Aquiller wrote:Remove the Civilian class from Insurgency.
By no fault of the PR DEV team, the civilian class is a failure simply because the players are divided up into two teams where the supposed "civilian" class is part of the insurgent team. They spawn with the insurgents, they help the insurgents, and they are an active part of the insurgency.aperson444 wrote:Keep civilians. Without civilians, the game is a bit unrealistic.
You can't expect there to be NO civilians in a city....
As for realism, what's more realistic? Mom and kids staying inside during a massive battle, or the commanding officer roaming the battlefield shooting his own soldiers in the back of the head the instant any case of friendly fire or a civilian casualty occurs?WNxKenwayy wrote:Ideally yes. You get a PID (Positive IDentification) on your target before pulling the trigger.
In real life, that isn't always possible. Al Basrah represents a more initial wave/fallujah retake than a normal patrolling unit encounter. In that situation the rules of engagement change because of the increased danger. The golden rule is 'hostile threat, hostile intent'. If you believe there is a hostile threat or hostile intent, you paste them. Example would be a group of civilians protecting a gunman/RPGer. The civilian doesn't represent a hostile threat, but they sure as shit represent hostile intent. They could be forced to be human shields, which sucks, but that's war and you can be damn sure the other soldier will protect himself and his brothers first. Any soldier that wouldn't sure as shit shouldn't be there.
Put it this way. This change is in no way realistic to US Armed forces regulations or protocol and from a soldiers standpoint is stupid.
Players are hardcoded. Nothing short of format c: /y if r-tard=yes, or brutal physical violence will stop people from being nubbles.Ablack77 wrote:Which is why I suggest forcing players to play ball.
If that's the final word and well if it came from a dev then I guess it's the final word,[R-DEV]Eddie Baker wrote:A collaborator is not a civilian, but an unarmed enemy combatant. Binoculars in your hand and by your eyes make you a legit target, because you could be spotting for indirect fire.
Because they do something that I like to call "the Hamas maneuver". Civvies in PR often would jump in front of bullets and die on purpose so that the coalition guys get punished. I also heard that they would stand in front of insurgents so the coalition guys can't shoot the insurgent without killing the civilian.cyberzomby wrote:One thing that bothers me the most is the long collab spawn time. Why in earth does it have a longer spawn time than the rest? Just a normal question guys I really dont know![]()

Oh cry me a river pleaseAblack77 wrote:I suggest giving a much stiffer penalty to players who kill collaborators.
The current system of punishment for the coalition who kill collaborators is simply not enough of a deterrent for
(I would say) 99.9% of players.
Players don't give a **** about killing a collaborator and most of the information I'm hearing is
"hey if they're going to throw rocks at me they're going to die"
Since the inception of the long spawn times for collaborators on any given round you'll be lucky if one player out of 32 decides that the kit is worth it.
Since 0.8 has arrived I've chosen the collaborator class approximately 20 times and out of those 20 times I estimate I've been shot 16-17 times (indicating the lack of regard in choosing targets),
twice I've fallen off something ie a building
(which results in a "suicide" punishment for me ie 5 minute spawn time)
and I can only recall being handcuffed/knifed 3 times total.
All in all, every time I've chosen to go collaborator I've ended up totally frustrated and either quit out of the round or sworn to never choose the collaborator class EVER again,
which is where I stand now.
And since I get punished with long spawn times when a coalition soldier couldn't give a toss about how the game is meant to be played.........
I simply refuse to choose the civi kit ever again.
If my squad leader asks me to choose the collaborator kit on my next respawn my answer is NO!
I don't get any enjoyment out of staring at a black screen for long periods of time
and if the enemy team isn't willing to play ball then neither am I.
Which is why I suggest forcing players to play ball.
I have a strong feeling that if players are penalised with death for shooting a collaborator that they will very quickly learn to abide by the ROE (rules of engagement) and designed gameplay and start to actually try to identify their targets instead of having a shoot first ask questions later attitude.
You could actually use the excuse and have a message show up on screen while your waiting to respawn
"you have been brought in for questioning after your acts of aggression on civilians"
This "instant death" idea could also possibly be carried over to team killing
"you have been brought in for questioning after a friendly fire incident"
I think it was RO (Red Orchestra) which I used to play a long time ago which had death as a penalty for killing team mates,
which seems like a great idea to me don't you think?
Think of the tards and griefers that join servers just to team kill, our Oz servers have their fair share of them,
wouldn't instant death make their job harder.
Would stop people from going on rampages killing teammates left, right and center and at the same time force all players to choose their targets properly.
But team killing = insta death is not what this thread is about, hey it's an idea, take it or leave it.
I don't think I can explain it any better or suggest any more than I have why I think it should be implemented,
all I ask is that you (the developers) consider this idea as a valid one.
I expect that all the people who don't care about shooting collaborators and who don't care about the dev's attempt to make another side of gameplay by including the collaborators in PR will hate this idea and you will probably voice your opinions here.
And since it's been made aware to us that the dev's aren't really fussed if we like something or not and they make the mod according to how they see fit
I'm more interested in the dev's opinion of this suggestion and hopefully an R-DEV or two can give me some feedback.
Peace out![]()