Page 2 of 3
Re: Collaborator poll: choose your solution.
Posted: 2009-03-02 18:52
by DesmoLocke
1 and 3 seem best IMO
Re: Collaborator poll: choose your solution.
Posted: 2009-03-02 19:13
by Rick Bazooka
2,3 and 6
Re: Collaborator poll: choose your solution.
Posted: 2009-03-02 19:19
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
Re: Collaborator poll: choose your solution.
Posted: 2009-03-02 20:43
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.
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 00:11
by LudacrisKill
Remove it... can you remember anything said positive about the class??
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 01:43
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
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 03:31
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
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 03:56
by Warpig-
I agree. That sounds pretty good ^
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 04:15
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!
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 08:01
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?
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 10:03
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
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 10:15
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

Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 17:43
by [uBp]Irish
Jonathan_Archer_nx01 wrote:sounds uncool
...i'm sorry?
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 18:25
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.
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 21:17
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
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 21:34
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
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 22:54
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.
Re: Collaborator poll: choose your solution.
Posted: 2009-03-03 22:55
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).
Re: Collaborator poll: choose your solution.
Posted: 2009-03-04 00:58
by Cheezy Poofz
If an american shoots a collaborator, its a teamkill.

Re: Collaborator poll: choose your solution.
Posted: 2009-03-04 15:24
by RedAlertSF
Options 2 and 6 are the best ones.