Posted: 2008-02-27 22:26
No, thats impossible. Its way too much work and probably impossible to "simulate" bots. Real bots take slots on a server. For a realistic number of bots, there is no room for players anymore.
I think its an awesome idea. I've mulled it over myself for a while now, and I think it could be very positive, as no one would shoot a civi at all now, which to be fair, is how it should be.Pariel wrote:Any chance we could return to a discussion of having civis on both teams?
Is anyone for it, against it?
Actually, FWIW, I think this is a great idea. Make the civies identical on both teams. The brit civies would essentially be friendlies helping to oust the terrorists while the enemy civies would either be sympathizers or enemy combatants.Pariel wrote:Any chance we could return to a discussion of having civis on both teams?
Is anyone for it, against it?
.
I prefer not consider the difficulties inherent in the idea.JohnDoeGamer wrote:
The ONLY problem would be nametags. How would we get around that?
No. As Kennway has said, if this was an initial push or even an occupation, if the "civilians" were moving with insurgents, they would be just as much targets as the insurgents. And when you receive fire, you just don't stand there and identify them, you fire back.RCMoonPie wrote:I see a lot of talk about draw distances and not being able to tell a civie from an insurgent.
Answer:
Dont fire.
It is very "realistic" to not pull the trigger if you are unsure of your target.
This is part of being a disciplined soldier or Marine.
Thats my idea......I think it would deal with the issue and add another degree of realism to the game in the way of the weapons malfunction and dealing with it. With the exception that you know when and how you got the malfunction....killing the civie.RCMoonPie wrote:As for punishment for killing civies....what about a forced main weapon malfunction?
I kill a civie...and as a result of "murphy's law of war" and "bad kharma"....my main weapon experiences a jam or malfunction!
It can only be remedied by immediate action i.e. getting the weapon un-jammed. This can be simulated by 1.5 minutes of my weapon just going "click" when I pull the trigger! Or I can get to a rally and exchange kits.....either way....time is lost and point taken.
I also agree with the idea of having the CS launcher for insurgent maps as well.
It is already in the vanilla SF expansion pack so it needs no additional animation or the like.
Make it so only certain kits can carry it, so it continues to add to the realism and teamwork methods already in effect.
The effects would render the civilian class ineffective at range...No sight and coughing and hacking and unable to point out targets...and possibly "stumbling" around waiting to be knifed as the in-game method of apprehension.
As I suggested.....if you took the spotter out.....you would suffer a weapons malfunction for 1.5 to 2 minutes....unless you could get another kit.joselucca wrote:Because the civilian, with the binos and the grappling hook can climb up on the light post and look into the base. This way he is telling the rest of his squad who what when and where. Thus it is strategically important to take the "spotter" out...specially on a server like battlearena where they have a dome of death around the airbase which forces the insurgents to wait outside (theycant just climb on the sandbags and such)
And did you even read all of my post or did you just pick and choose?
Answer me this: Why is the civi even necessary?
I agree....but that is team Identification.....I was refering to squad I dentification.Ghost1800 wrote:maybe I'm not reading this right, but wouldn't you just be able to verify whose in your squad through the map? Besides, it would add a whole new level of intensity into urban fighting if you couldn't anticipate a friendly walking around a corner by seeing his name through the wall (would also lead to several accidental bloodbaths at first, but this community has had to adapt to changes in the past)
Like I said.....identifying yourself as undisciplined.00SoldierofFortune00 wrote:No. As Kennway has said, if this was an initial push or even an occupation, if the "civilians" were moving with insurgents, they would be just as much targets as the insurgents. And when you receive fire, you just don't stand there and identify them, you fire back.
I respectfully disagree.Spec_Operator wrote:I'd say:
Remove the hook from the civilian kit. Too many exploits.
Add a shotgun with less than lethal ammo to one of the brit's kits, like e.g. Officer (instead of Flash?) or Spec Ops. The beanbags would cause one or more of the worse effects, like the flash bang or bleeding out effect.
About punishment:
LONG respawn for KILLED civilians and i mean LOOOOONG. 100+
SHORT respawn for ARRESTED civilians
That would force the civilians to stop doing suicide missions.
Allow the brits to shoot civilians very close to inurgents: Also prevents human shields.
BUT: Display a civ-killers name visible to everyone, play "friendly fire!" sound, cause 20% health damage to the shooter and/or make the brits lose 5 tickets.
That would work well, in my opinion. Civilians cant climb on spots the brits cant reach, so the need to kill them is low. If you are in such a situation, use the less lethal shotgun and they cant spot you anymore. If they are helping inusurgents as human shield, which will not happen that often anymore, you are allowed to shoot them.
The number of unauthorized civ-kills will be waaay lower than right now.
Basrah has too many destroyable objects already. Buildings would have to be removed. Also: lag alert.Shotgun with non lethal load may be interesting.....but if you are close enough for the beanbag to be effective.....why not just make the arrest with the knife? The grappling hook has a place in the game. Just make the lightpoles able to be knocked down by vehicles. The exploited civie would then fall to his death.
I would prefer being arrested than getting killed. The civ has no reason to let the brits arrest him. He will always try to run away. There is no need to enforce that with spawn time.Also......if a civie is shot......he should get a SHORT respawn not a longer one. Give him a LOOOONG respawn if he gets arrested.....after all he should be punished for giving up intel about his team. This would stop the suicide missions....if I know I am gonna take forever to spawn by getting captured.....I will make myself scarce.
Yes. But they will always find a way to do that stuff. Admins will kick them, players will vote kick them, if possible. And they will be kicked for negative score. In 0.6 the insurgents got 10 tickets for each killed civilian. Wasnt a big deal. -5 also wont be.Punishment should be individual.....taking tickets away from the whole team is ineffective. You will have smacktards doing it deliberately. It will be the same folks that like to pop smoke on their own team's position or fire shots at their own team or other stupid stuff.
You have no idea what you are talking about. An insurgency is DURING AN OCCUPATION, not before it. Bashrah ingame represents more of an initial push, which you obviously didn't read. If this was an occupation, there would be civis in the streets everywhere which is of course not possible and the UK would be patrolling the streets and talking to civilians, not trying to knife (cuff) them.RCMoonPie wrote:
Like I said.....identifying yourself as undisciplined.
In most cases IRL, it is the insurgents who are are trying to blend in with the civilian population, not vice versa.