Page 2 of 2

Re: Better informants for insurgent commander

Posted: 2011-09-15 01:20
by Zrix
[R-DEV]Rudd wrote:would be kinda cool if civilians and rallies could be combined somehow like you say...
Image

Re: Better informants for insurgent commander

Posted: 2011-09-15 16:39
by Mikemonster
It would never work.. Too much body mass for a skinny guy..

Re: Better informants for insurgent commander

Posted: 2011-09-15 16:49
by Rudd
Zrix wrote:Image
He was a civilian

but he was surgically altered

to be the insurgent's next super weapon




the civilianrallypointthingywtfomgthatmusthavehurtalot.

Re: Better informants for insurgent commander

Posted: 2011-09-15 16:51
by Mikemonster
We have the technology..

Re: Better informants for insurgent commander

Posted: 2011-09-15 17:08
by Arc_Shielder
Probably creating another class for a civi in the main kit list would work in exchange for a regular rifleman who sometimes are exactly the same - but if this is an issue, then request on cache.

One class would have the ability to heal, rope, raise his arms, throw rocks and place hideouts/enemy markers, exactly as we know it.
Triple the current penalty if shot to dissuade light triggers.

The other one would have the ability to rope, throw rocks, throw molotovs (would be a nice return) and/or a pistol (single-shot ones if possible) and place the UAV ground system (marker showing up in the map like Area Attack, use limited to every 5 minutes or less by the CO). No ability to place hideouts. 1 limited per squad.
No penalty if shot, intel given like any other neutralized insurgent even if their arms are held high.

This way Blufor won't shoot any civis lightheartedly and could only identify the fighter civis - the 2nd class I referred above - with a re-texture of a molotov bottle/pistol held at the back of the pants and a new animation of a cell phone hold in front like he's taking pics - meaning, when he's placing the UAV ground system.

Taking advantage of others ideas, I also thought of random capping areas like caches or simple deployable rallies where a triangulation of civis would cover that whole area with very accurate intel to the CO. But not very sure if this system is either realistic or practical.

Re: Better informants for insurgent commander

Posted: 2011-09-16 14:36
by PLODDITHANLEY
Great idea....

Re: Better informants for insurgent commander

Posted: 2011-09-16 17:01
by rushn
is it possible to randomize clothing for insurgents so that they dont look the same?

Re: Better informants for insurgent commander

Posted: 2011-09-16 21:36
by Bringerof_D
rushn wrote:is it possible to randomize clothing for insurgents so that they dont look the same?
as far as i know "random" is not possible in the bf2 engine.


i like that idea as well, but i have real doubts about whether or not it is possible. that would be a very complicated system which i am not sure is possible in the engine, such as animations for the deployed object/s.

Re: Better informants for insurgent commander

Posted: 2011-09-16 23:55
by Rudd
They should come in various 'flavours', to simulate the entire range of insurgent clothing and should periodically show the same animations an AFK insurgent would, and be pushed around like a real person. This would allow any insurgent to run under cover, hide their weapon and stand dead still if BLUFOR turn up. The real insurgent should then be indistinguishable from a deployable civvy so that they have the option to simply not fight if BLUFOR turn up in force, and BLUFOR would be inclined to leave them alone unless they have good reason to assume they are not a civvy.
within a month I think people would realise that the guy standing still isn't AFK :P

Re: Better informants for insurgent commander

Posted: 2011-09-19 09:44
by Robskie
Random Question.

Can't see this topic in the suggestion forum, can only link through here as this is the last post that shows for the suggestion forum.

Why can't I view the other suggestions?

Re: Better informants for insurgent commander

Posted: 2011-09-19 10:10
by Bufl4x
The thread display is set to "Last Day" by default in the suggestion forums. Just set this to "Beginning" at the bottom of the forum and click show threads.

Re: Better informants for insurgent commander

Posted: 2011-09-19 16:44
by Lord Jesus
Perhaps the best way to punish people who intentionally wish to kill civilians is to subtract a kill for every civilian they kill. These players usually only care about their K/D ratio, they don't care about losing game points or Intel points. These players are the usually brainless shooter gamers ie "COD:MW2"

Also I don't think Civilians who die as a martry should have any time penalty. They should re-spawn immediately. This will make the civilian class a more desirable class.

Re: Better informants for insurgent commander

Posted: 2011-09-19 18:58
by Spec
That would only lead to suicidal civilians. They should observe and distract, NOT try to get shot any way possible. Acting as human shields is alright, but not if it happens too often.

That means, as a civilian, there should be a punishment system that discourages getting shot, but encourages taking the RISK of getting shot. Basically: A dead civilian should suck for both sides about equally, but a living civilian should be good for the insurgents.

Re: Better informants for insurgent commander

Posted: 2011-09-21 05:44
by rushn
give them some more toys to tinker with (fake bombs?)

Re: Better informants for insurgent commander

Posted: 2011-09-21 06:26
by Bufl4x
How about a rally that every civi can place at least x meters from a cache. Every other player could then spawn on these rallies but only as a civi.
6 rallies can be up at the same time, can NOT be placed within 200m of known cache or 400 of unknown

And a commander rally that spawns limited amount of special kits and allows civi rallies in 200m radius, to help making fake caches.
Let's say CO+SL+4 guys, one of them civi required to place it. Stays up while civi is close or overrun.
2 RPG and 2 PKM kits can be requested from it and maybe one reload worth of ammo.


The idea behind this is to simulate the locals actually populating their city by giving them more spawnpoints, especially for civilians.
If on top of this civies could use SL radio even when they are not SLs, that could give them enough toys to encourage playing this class.

Re: Better informants for insurgent commander

Posted: 2011-09-22 16:55
by ytman
killonsight95 wrote:i really like the rally point idea, if possible of course if not a simple up int he amount of marker will simulate there being civilians helping the insurgency.
What about replicating Civillians not helping the insurgency?

Re: Better informants for insurgent commander

Posted: 2011-09-22 19:44
by Bufl4x
They are already in game but staying at home, living in those not enterable buildings :)

If you want players to act as civilians not helping the insurgents, you are basically asking them not to play the game. What would they do anyway? Stay in their homes or run in the opposite direction when they see an armed person, i doubt that would be a lot of fun to do.
They have to help one of the teams otherwise they are as useful as afk players not spawning in.

Maybe if they could help bluefor in other ways than getting arrested, then they wouldn't be just used for human shields most of the time.
But that would be another suggestion ;)