Two civi suggestions

Suggestions from our community members for PR:BF2. Read the stickies before posting.
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Two civi suggestions

Post by gazzthompson »

now, their is so many INS and civilian threads going im not sure if this has been said but what ever;

1. limit civi to one per squad (no need for 2 min spawn time)

2. give BLUFOR 2/3 min spawn time for shooting civi.

result :

no more masses of civis. (limited)
no more (or reduced, because who wants to wait 2/3 mins?) needless shooting of civis.


ya? na ? lock?
Last edited by gazzthompson on 2009-06-21 20:29, edited 1 time in total.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

re: Two civi suggestions

Post by arjan »

agree +1
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: Two civi suggestions

Post by McBumLuv »

I frankly don't see what the problem is with masses of civis. It's not really a problem, it just means there are that many more players not able to defend the caches. If it means that armed insurgents can walk by them without getting shot then so be it, ignore them or find a different tactic.

Personally, I've been thinking that civis shouldn't even simply get arrested without a reason. They should never be exempt from the ROEs, but if they are found within 50 meters of an armed insurgent within the last minute, then you can consider them as "collaborators" and can arrest them.

Even if they're out to revive, you can arrest them, but not engage in any form other than that, as aren't unarmed medics protected by the Geneva Convention?

I like #2 definitely, though. Not sure why everyone makes a big deal out of #1 all the time though :p
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Two civi suggestions

Post by gazzthompson »

McLuv wrote: Not sure why everyone makes a big deal out of #1 all the time though :p
the DEV's want it this way though (and i do agree) so my way means DEV's get their way without punishing people trying to play the kit. everyone wins!
Spaz
Posts: 3957
Joined: 2006-06-01 15:57

Re: Two civi suggestions

Post by Spaz »

gazzthompson wrote:1. limit civi to one per squad (no need for 2 min spawn time)
Nooooooo! My uber plans of a full team as civis will be destroyed if they do this. ;)
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SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: Two civi suggestions

Post by SkaterCrush »

Spaz wrote:Nooooooo! My uber plans of a full team as civis will be destroyed if they do this. ;)
omgyoujustblewmyfuckingmind
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Two civi suggestions

Post by gazzthompson »

Engineer wrote:Why would you enjoy playing a kit which sole purpose is to get punished when doing the right thing?

I can't understand this, but I suppose Dev's do. Civilian kit was fun to play in its first incarnation.
I do agree that civilians climbing up the buildings where the other forces couldn't reach them was a issue, but now we have the specialist kit.

With civilian, you either help the team and get punished with long spawntime, or don't help team and get punished with long spawntime. Sounds perfect to me.

It's again question between level of realism and teamplay choices. Same thing with the sixth seat on humwee, the last one is left behind because it's realistic in equipments point of view. With civilian kit it's about some sort of twisted realism point of view, you are a rogue DR. House, and if you die, you get punished. Because no one wants DR. House to be dead.
my two suggestions sort this, no more masses of civilians (limited) no more punishment to civilians for getting shot by trigger happy BLUFOR .
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Two civi suggestions

Post by Rudd »

With civilian kit it's about some sort of twisted realism point of view, you are a rogue DR. House, and if you die, you get punished. Because no one wants DR. House to be dead.
I loled

but I disagreee. The civilian kit is a lubricant to the insurgents, to help keep them healed and mobile.

I.e. a gamplay facilitator like a Firebase or rally point.

Its not about realism

you can make it MORE about realism by adding penalities for killing them other than spawn times or point penalties.

for every 5 civis killed imo the intel counter should be RESET for blufor, and if som1 kills 5 civis within 15mins...they get killed by the game with a punishment message like "You kill more civilians and you'll get server based balls in your face"
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SXTS
Posts: 40
Joined: 2009-06-18 23:29

Re: Two civi suggestions

Post by SXTS »

It's simple;

-Reduce spawn time drastically

-The attackers are only allowed to shoot when we are driving vehicles, this is because I don't understand the current system. One of the laws of war is that you must allow someone to heal another or something like that, but in this game they are allowed to shoot us for a minute after healing someone and recieve no penalty!? Also, the rule about when climbing you can be shot is ridiculous, like seriously, the specialist classes now can deal with that and also, if you throw a rock you get gunned down? I don't know if this would be the case IRL but seriously, throwing stones at people is worthy to get you gunned down on the spot? I suggest:
o Only allowed to arrest civ's unless they are driving vehicles

-Give civi's molotovs

- If possible, civi's extra sprinting time because they are wearing no heavy armour etc.

-At the loading screen for insurgency, make a mention about not killing civi's considering most people don't read the manual, apparently.

-Harsher penalty for enemies who kill innocent civi's
:camper:

G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Re: Two civi suggestions

Post by G.Drew »

I agree with Gazz, though my main complaint is the 2min spawntime. Personally I think its wrong that if a civie gets shot he should be penalised, its not his fault that BLUFOR dont care for his well being and just shoot people regardless of the ROE.
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Two civi suggestions

Post by Rudd »

G.Drew wrote:I agree with Gazz, though my main complaint is the 2min spawntime. Personally I think its wrong that if a civie gets shot he should be penalised, its not his fault that BLUFOR dont care for his well being and just shoot people regardless of the ROE.
at the same time it shouldn't be decreased too far, since civi standing in the middle of a firefight isn't specifically good gameplay either.

If 1min is considered enough to deter people from dying inside vehicles, then 1min is good enough for civis
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Two civi suggestions

Post by gazzthompson »

Dr2B Rudd wrote:at the same time it shouldn't be decreased too far, since civi standing in the middle of a firefight isn't specifically good gameplay either.
true, i wasn't to sure on spawn time once limited but was thinking.

once limited it should be played as a squad medic/spotter role now (as it should be unlike now where no one plays it) the penalty could be that if your civi keeps being killed your squad has no medic/spotter. but i agree , 1 min should do.
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: Two civi suggestions

Post by RedAlertSF »

My ideas:

If civi gets shot by BLUFOR:
- civi spawn time 60sec
- shooter's spawn time increased by 150 seconds, up to 10 minutes (600 seconds)
- all score zeroed out
- no limited kits for 10 minutes after death, every killed civi increases this by 10 minutes
- BLUFOR loses 15 intelligence points and if the
IP amount goes below what is needed for a cache marker, a marker will disappear

If civi gets arrested by BLUFOR:
- civi spawn time 150 seconds
- BLUFOR gains 10 intelligence points

- Remove epipen from civi kit

- BLUFOR can shoot civi only if he is driving a vehicle (can't shoot if civi is healing)
ReaperMAC
Posts: 3055
Joined: 2007-02-11 19:16

Re: Two civi suggestions

Post by ReaperMAC »

Spaz wrote:Nooooooo! My uber plans of a full team as civis will be destroyed if they do this. ;)
Aye, no more civi road blocks like this:

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would suck. Plus it would require more people to be in separate squads to achieve this, taking away some vital spots for other squads.
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Tomato-Rifle
Posts: 2091
Joined: 2007-12-31 22:24

Re: Two civi suggestions

Post by Tomato-Rifle »

Lol, it would have been hilarious if a saw just wasted all those civis in one go.
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BroCop
Posts: 4155
Joined: 2008-03-08 12:28

Re: Two civi suggestions

Post by BroCop »

Dr2B Rudd wrote:at the same time it shouldn't be decreased too far, since civi standing in the middle of a firefight isn't specifically good gameplay either.
Blufor kills them even outside of combat. Yesterday our squad had a civvie on the main road in Fallujah a APC still sniped him even though he had his hands up (which makes it extremely clear for the gunner that he was a civilian). Spawn time should be decreased drastically because of this situations (or at least make it so that holding your hands in the air decrease the spawntime to like 20 secs)
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Two civi suggestions

Post by Psyko »

the only issue with this is, the squad would hide behind the civi making it very difficult to kill them without penalty. (i didnt read the whole thread so i dont know if somone allready said this)

the civi would only have to jump into the path of the AR's fire to knock out the AR for 2/3 minutes. suppressing positions with the MG would become irritating and people would refuse to do it.
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Two civi suggestions

Post by R.J.Travis »

CroCop_PR wrote:Blufor kills them even outside of combat. Yesterday our squad had a civvie on the main road in Fallujah a APC still sniped him even though he had his hands up (which makes it extremely clear for the gunner that he was a civilian). Spawn time should be decreased drastically because of this situations (or at least make it so that holding your hands in the air decrease the spawntime to like 20 secs)
if he was sniped at range all the gunner seen was a torso standing (:

just because a few moron out there kill civis dose not mean we all do.

I have only killed 26 civi since 0.6 and I only had 3 in 0.6 so 23 civi kills thru 0.6 , 0.7 , 0.75 , 0.8 , 0.85 , 0.86. I keep count with a note pad that's built into my desk.

60 suicides dam falling is gay :razz: 18 team kills "GeRR moron get out of my line of fire!"

I only keep track of my miss hasp so I know if I need to check my fire or if i need to play another game because I'm not playing good that day.

so I know not every play shoots civis.

just vbf2 players shoot civis and laugh they should just be reported to your admin then banned if they keep shooting civis just get there name look for the guy with a score of 0000 that had points before you gave up.
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Gu^n3r
Posts: 248
Joined: 2008-08-15 01:12

Re: Two civi suggestions

Post by Gu^n3r »

gazzthompson wrote:now, their is so many INS and civilian threads going im not sure if this has been said but what ever;

1. limit civi to one per squad (no need for 2 min spawn time)

2. give BLUFOR 2/3 min spawn time for shooting civi.

result :

no more masses of civis. (limited)
no more (or reduced, because who wants to wait 2/3 mins?) needless shooting of civis.


ya? na ? lock?
i liek, i liek alot. :-)
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