Page 2 of 3
Re: Two civi suggestions
Posted: 2009-06-23 10:50
by alexaus
tis a vry good idea
Re: Two civi suggestions
Posted: 2009-06-23 11:49
by Spec
I'd really remove the rocks though. They only give the BLUFOR a reason to shoot the civie and don't help gameplay in any way.
Then the only thread a civilian could pose would be driving a vehicle, in which case he may be shot.
I'd agree - Still have some spawn penalty for a dead civilian so they don't act like human shields again, and don't allow them to be shot at any time unless in a vehicle.
Maybe having a punisment for the entire team when a lot of civilians died in a round would be not a bad idea either. Like, resetting all cache markers and removing some tickets if more than 10 civilians died within... a given time (under penalty conditions of course)
Re: Two civi suggestions
Posted: 2009-06-23 12:28
by Rick Bazooka
Re: Two civi suggestions
Posted: 2009-06-23 21:56
by ma21212
no thats just stupid. me and a few others make Civi squads and stik close so that when 1 gets shot he dosent have to frikin wait 2 mins. if you do it that way then thier is no waiting at all. (you also make alot of the enemy shoot you and makem pay lol)
Re: Two civi suggestions
Posted: 2009-06-23 22:48
by krekc
I think there should be two civi classes
one armed with - Petrol Bomb and mobile phone (Take pb's away from other classes)
the other - stone thrower with Medic bag
And the two dressed differently
Re: Two civi suggestions
Posted: 2009-06-24 15:22
by gazzthompson
any DEV comments? it seems to suit your ideas, and the publics IMO.
Re: Two civi suggestions
Posted: 2009-06-24 17:37
by mosinmatt
OK. I am confused now. Some people are saying you can shoot a civi that throws stones without penalty....
As far as I knwo the only times you can shoot them are: 60sec after using medical equipment, driving a vehical, or climbing a rope/ladder
Re: Two civi suggestions
Posted: 2009-06-26 13:12
by gazzthompson
bump

(can we bump in the suggestions forum?) anyways, like i said above i feel this suits everyone . devs and community. win win!
Re: Two civi suggestions
Posted: 2009-06-26 13:36
by Adetter
Think spawn time should be 100 max!
And that if you shoot the civs while hands up,you get penalty,but if their throwing stones or stuff you should get normal spawntime.
Re: Two civi suggestions
Posted: 2009-06-26 13:39
by gazzthompson
guys, there are MANY threads about stuff like that going.... don't discus it here i don't want my thread getting locked.
Re: Two civi suggestions
Posted: 2009-06-26 14:16
by Adetter
Who wants too XD
Re: Two civi suggestions
Posted: 2009-06-29 14:25
by gazzthompson
bump , i really wanna see a dev response as i feel it works for them and the public.
Re: Two civi suggestions
Posted: 2009-06-29 15:00
by Hresvelgr
Killing a civi for throwing stones should still be penalized. Stones don't do anything really unless you have a civi squad, even then it's still hard. The whole point to stones is to antagonize the coalition troops into killing them and receiving penalties. If a guy shoots a civi because he got annoyed by rocks, well, then he deserves the penalty, that being the whole point. Also rocks are for getting attention. Anyways, being non-lethal (unless you're full of fail), rocks shouldn't cancel out penalties for coalition.
Re: Two civi suggestions
Posted: 2009-06-29 22:00
by KYA
Heres another suggestion for civis Make them hold a big White Flag saying I GIVE I GIVE stop shooting me

Re: Two civi suggestions
Posted: 2009-06-30 00:04
by Meza82
gazzthompson wrote:...
1. limit civi to one per squad (no need for 2 min spawn time)
...
there should be no civi max. sometimes im playing full 32v32 INS maps and there is only 2 civilians/collaborators. besides, nothing wrong with a mass of civilians -its realistic.
definately dont make civi respawn time 2 minutes as in 0.86, thats waaaaay too long. its like punishing players for selecting to be civs/collaborators
definately make 2-3 min respawn penalty time to blufor for killing civs/collaboratos.
good post
Re: Two civi suggestions
Posted: 2009-06-30 18:14
by gazzthompson
Meza82 wrote:there should be no civi max. sometimes im playing full 32v32 INS maps and there is only 2 civilians/collaborators. besides, nothing wrong with a mass of civilians -its realistic.
definately dont make civi respawn time 2 minutes as in 0.86, thats waaaaay too long. its like punishing players for selecting to be civs/collaborators
definately make 2-3 min respawn penalty time to blufor for killing civs/collaboratos.
good post
rightly or wrongly the DEVs want to limit the number of civis on the field and not have masses of them (hence the current long spawn time) so this is for them.
Re: Two civi suggestions
Posted: 2009-06-30 18:33
by MrSh@vid
1. Great idea, will stop the Civilian Spam/Squads you can often get and also encourages more tactical use of the civilian, if theirs less of them, the ones that are present will need to work effectively, insurgent squads often wander apart from each other, and with civilian's limited, they may be forced to stick close in order to receive first aid/Grapples etc. when needed.
The spawn time lowering will also allow civilians to not slow squads down significantly or put people of playing them.
2. A heavy punishment will discourage people shooting civilians, as now, they are just seen as cannon fodder by many people and shooting civilians should make people think "ah dammit" instead of "Yay-another kill".
Re: Two civi suggestions
Posted: 2009-06-30 19:23
by Bamtoman
agree with this idea
+9000
Civ spawn time is just too long
if the devs still want this unreasonable spawn time , make every civi that gets shot that is unarmed make the BLufor team lose 5 tickets
Re: Two civi suggestions
Posted: 2009-07-16 22:06
by gazzthompson
bump, i feel my idea works for devs and public.
Re: Two civi suggestions
Posted: 2009-07-17 14:29
by Jedimushroom
Gazz I'm not sure the devs increased the civi spawn time to prevent mass civi rushes, my understanding was that it was done to prevent civilians from deliberately getting themselves killed to punish Blufor, in which case the change you suggest wouldn't be effective.
I think a Dev would need to come here and clear this up really.