Civi Killing
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Hoboknighter
- Posts: 149
- Joined: 2009-03-08 17:46
Civi Killing
In the insurgencys in Iraq and Afghanistan, killing the armed combatants is considered alright and generally does not stir further insurgent feelings among the populace.
Killing an unarmed Civilian, on the other hand, doesn't just kill a person, it creates 5 more insurgents.
I was thinking that if a civilian was killed under penalty conditions, the respawn times for the rest of the team on their next respawn is dropped by 5-15 seconds to simulate more insurgents being added into the battle.
A separate idea would be to create a spawn point, at the place where the civilian was shot, 2 minutes after the civilian was killed (to prevent camping) that 3-5 insurgents could spawn at, and then it disappears. This would be like the civilians friends and relatives and other insurgents in the area manning arms and becoming part of the insurgency in the area.
Killing an unarmed Civilian, on the other hand, doesn't just kill a person, it creates 5 more insurgents.
I was thinking that if a civilian was killed under penalty conditions, the respawn times for the rest of the team on their next respawn is dropped by 5-15 seconds to simulate more insurgents being added into the battle.
A separate idea would be to create a spawn point, at the place where the civilian was shot, 2 minutes after the civilian was killed (to prevent camping) that 3-5 insurgents could spawn at, and then it disappears. This would be like the civilians friends and relatives and other insurgents in the area manning arms and becoming part of the insurgency in the area.
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: Civi Killing
Good idea actually.Hoboknighter wrote:In the insurgencys in Iraq and Afghanistan, killing the armed combatants is considered alright and generally does not stir further insurgent feelings among the populace.
Killing an unarmed Civilian, on the other hand, doesn't just kill a person, it creates 5 more insurgents.
I was thinking that if a civilian was killed under penalty conditions, the respawn times for the rest of the team on their next respawn is dropped by 5-15 seconds to simulate more insurgents being added into the battle.
A separate idea would be to create a spawn point, at the place where the civilian was shot, 2 minutes after the civilian was killed (to prevent camping) that 3-5 insurgents could spawn at, and then it disappears. This would be like the civilians friends and relatives and other insurgents in the area manning arms and becoming part of the insurgency in the area.
Would be cool to drop the respawn time of all insurgents every time a civvie is shot.
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Tarantula
- Posts: 243
- Joined: 2008-03-24 00:36
Re: Civi Killing
hmmm.. pretty interesting, i like it
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War-Saw-M249
- Posts: 124
- Joined: 2009-06-01 01:05
Re: Civi Killing
they should bring back the civi kill warning and the -100 score because people really dont know if they shoot a civilian or not because from long distances you cant see if there is a garment on the guys head or not
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Hoboknighter
- Posts: 149
- Joined: 2009-03-08 17:46
Re: Civi Killing
That really has nothing to do with the suggestion.
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Hunt3r
- Posts: 1573
- Joined: 2009-04-24 22:09
Re: Civi Killing
Would drastically improve gameplay if INS meant that shooting a civ close in would be a kick, and at long range it'd count as a TK, and in both cases the INS would have everyone's next respawn be something like 10-20 seconds.
At least this way you'd have people actually striving to have decent ROE. Oh, and the ACOG would be far more useful.
At least this way you'd have people actually striving to have decent ROE. Oh, and the ACOG would be far more useful.
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Nebsif
- Posts: 1512
- Joined: 2009-08-22 07:57
Re: Civi Killing
Yea, a big prob is that from long range a civi looks 99% the same as a sapper, plus sappers dont always run with their SKS out which makes it even harder to identify.
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Zimmer
- Posts: 2069
- Joined: 2008-01-12 00:21
Re: Civi Killing
THats really th emeaning no running and gunning.Nebsif wrote:Yea, a big prob is that from long range a civi looks 99% the same as a sapper, plus sappers dont always run with their SKS out which makes it even harder to identify.
The civi is there for Blufor to think twice before you shoot someone. They are there as a secondary role to give information to the insurgents etc.
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llPANCHOll
- Posts: 233
- Joined: 2007-11-12 21:37
Re: Civi Killing
I really like the Idea of drasticly decreasing all insurgent spawntimes when civillians are killed outside the ROE.Hoboknighter wrote:In the insurgencys in Iraq and Afghanistan, killing the armed combatants is considered alright and generally does not stir further insurgent feelings among the populace.
Killing an unarmed Civilian, on the other hand, doesn't just kill a person, it creates 5 more insurgents.
I was thinking that if a civilian was killed under penalty conditions, the respawn times for the rest of the team on their next respawn is dropped by 5-15 seconds to simulate more insurgents being added into the battle.
This is a well thought out suggestion and I dont see why it could not be implemented.

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=Romagnolo=
- Posts: 4765
- Joined: 2006-12-29 14:52
Re: Civi Killing
It's a good idea.
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[R-DEV]Rhino:"I in fact got kicked from a server for tking."
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[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
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master of the templars
- Posts: 598
- Joined: 2007-06-26 21:37
Re: Civi Killing
Doesn't your score drop to zero currently?War-Saw-M249 wrote:they should bring back the civi kill warning and the -100 score because people really dont know if they shoot a civilian or not because from long distances you cant see if there is a garment on the guys head or not
Make nukes, Not war
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War-Saw-M249
- Posts: 124
- Joined: 2009-06-01 01:05
Re: Civi Killing
no they changed it, the shooter might not even know if he shot a civilian or notmaster of the templars wrote:Doesn't your score drop to zero currently?
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Cobhris
- Posts: 576
- Joined: 2008-06-11 07:14
Re: Civi Killing
What's the point of that? It's not like your score means much of anything in PR. I like the OP's suggestion better.master of the templars wrote:Doesn't your score drop to zero currently?
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Stiller_001
- Posts: 101
- Joined: 2008-10-14 07:22
Re: Civi Killing
well... i like it!Hoboknighter wrote: I was thinking that if a civilian was killed under penalty conditions, the respawn times for the rest of the team on their next respawn is dropped by 5-15 seconds to simulate more insurgents being added into the battle.

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Fat Man Jim
- Posts: 65
- Joined: 2008-01-03 23:03
Re: Civi Killing
like this idea
would also suggest that to deal with the civies looking the same at range issue, make a new model that spawns for the civilian with like a red shirt or something very noticeable.
would also suggest that to deal with the civies looking the same at range issue, make a new model that spawns for the civilian with like a red shirt or something very noticeable.
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HangMan_
- Posts: 1753
- Joined: 2009-06-07 00:58
Re: Civi Killing
This is a really good idea. But would it work? Is it code-able?
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Civi Killing
Excellent idea op.
A game based portrayal of a reaslitic aspect of insurgency combat, I love it.
I didn't like it back when civi's had green shirts and stuff, but with the proposed system I think it would work very well.
A game based portrayal of a reaslitic aspect of insurgency combat, I love it.
I didn't like it back when civi's had green shirts and stuff, but with the proposed system I think it would work very well.


