Page 1 of 2
Penalties - do they work at all?
Posted: 2009-12-26 21:16
by bad_nade
I just played one round on Fallujah as a civi. I noticed that no one on enemy side lost their points after killing me under penalty conditions. I tested it several times making sure I didn't use any kits or equipments that could void the penalty. I spawned at main, run out and got shot by a camper. I didn't even touch my rope, epipen, field dressings or anything. Still no effect. I got shot - no one got punished
I also noticed that after shooting me, americans got new intel almost immediately, although they should lose intel instead of gaining it
Edit:
Whoever corrected the title for me, thanks =)
Re: Penalties - does they work at all?
Posted: 2009-12-27 01:04
by Herbiie
clueless_noob wrote:I just played one round on Fallujah as a civi. I noticed that no one on enemy side lost their points after killing me under penalty conditions. I tested it several times making sure I didn't use any kits or equipments that could void the penalty. I spawned at main, run out and got shot by a camper. I didn't even touch my rope, epipen, field dressings or anything. Still no effect. I got shot - no one got punished
I also notices that after shooting me, americans got new intel almost immediately, although they should lose intel instead of gaining it
Yeah I've noticed that too :/
Though I think this thread is gna be swamped by the fools going "Blarg Take it out IT's BROKE" cus they can't think for 5 secs abotu shooting a civvi

Re: Penalties - does they work at all?
Posted: 2009-12-27 01:16
by Hunt3r
Shooting a civilian should cost you dearly.
300 second spawn times, anyone?
Re: Penalties - does they work at all?
Posted: 2009-12-27 05:09
by Solid Knight
Insurgents should be able to shoot civilians for points as well.
Re: Penalties - does they work at all?
Posted: 2009-12-27 11:53
by Gore
Hunt3r wrote:Shooting a civilian should cost you dearly.
300 second spawn times, anyone?
+ instakill, instaban, permaban, a smack in the face, intel lost...
Herbiie wrote:
Though I think this thread is gna be swamped by the fools going "Blarg Take it out IT's BROKE" cus they can't think for 5 secs abotu shooting a civvi
^^
"must...shoot...don't...know...what the fuck else to do" asshats.
Re: Penalties - do they work at all?
Posted: 2009-12-27 14:03
by SgtDil
The punishment should be like the enemy loses 10tickets or 5

Re: Penalties - do they work at all?
Posted: 2009-12-27 15:49
by Nemper
I reckon they should be 'taken off the battlefield' (aka Die) and should have a massive respawn time, like 300 seconds. This way the Americans will have to be REALLY careful about who they shoot and don't shoot.
Re: Penalties - do they work at all?
Posted: 2009-12-27 16:38
by LudacrisKill
Remove the kit and just bring in a ordinary medic structure.
Re: Penalties - do they work at all?
Posted: 2009-12-27 17:26
by Herbiie
LudacrisKill wrote:Remove the kit and just bring in a ordinary medic structure.
Huzzah here's the first one!
Why? because it's too hard for you to understand that you don't just shoot people on sight?
It should be huge respawn time + a big message saying who did it to Both Side + losing tickets so the entire US team goes "Omfg you stupid asshat" like they do with people who crash Helis.
Anywho this isn't the place for such talk.
Re: Penalties - do they work at all?
Posted: 2009-12-27 18:30
by bad_nade
LudacrisKill wrote:Remove the kit and just bring in a ordinary medic structure.
This thread is not an another suggestion for removing civies. This is a discussion about a possible bug in the penalty system.
Please take your civi removal comments here:
https://www.realitymod.com/forum/f18-pr-suggestions
Re: Penalties - do they work at all?
Posted: 2009-12-27 18:32
by Rudd
I imagine that while yes, they lost intel for killing you, another civi was arrested/enough ins were killed to make up for it.
also, if they got you with a shotgun, counts as an arrest

Re: Penalties - do they work at all?
Posted: 2009-12-27 18:56
by bad_nade
'[R-CON wrote:also, if they got you with a shotgun, counts as an arrest
I seriously doubt that a SAW or APC's main gun fires bean bags for arresting civies
Remember, I tested it several times.
Re: Penalties - does they work at all?
Posted: 2009-12-28 02:34
by bondsan
Hunt3r wrote:Shooting a civilian should cost you dearly.
300 second spawn times, anyone?
very much agreed
Re: Penalties - do they work at all?
Posted: 2009-12-28 03:53
by Anhkhoa
The penalty conditions seem to vary.
The official statement is:
Civilians may be run over with a vehicle or shot while using vehicles, ladders
or ropes without any penalty or bonus. There is also no penalty for shooting
them if they used a weapon, vehicle or their medical equipment in the last 60
seconds.
However, I was playing on Basrah and chasing an insurgent. He gets on a ladder and I shoot him off it. "YOU HAVE KILLED A CIVILIAN". His squad leader shoots me
I get 0 Points.
My spawn time shoots up.
My friend also always happens to have the longer spawn time (penalty spawn) for no reason.
In short, it's broken, sh*t happens, it needs to be fixed.
Re: Penalties - do they work at all?
Posted: 2009-12-28 22:25
by nOmadic_frOg
clueless_noob wrote:I just played one round on Fallujah as a civi. I noticed that no one on enemy side lost their points after killing me under penalty conditions. I tested it several times making sure I didn't use any kits or equipments that could void the penalty. I spawned at main, run out and got shot by a camper. I didn't even touch my rope, epipen, field dressings or anything. Still no effect. I got shot - no one got punished
I also noticed that after shooting me, americans got new intel almost immediately, although they should lose intel instead of gaining it
Edit:
Whoever corrected the title for me, thanks =)
I go collaborator alot and have found the same issue Clueless noob, many times I have been killed not long after spawning and no1 has received a penalty. I am always very careful not to cycle though the med bag or break any of the rules that would void the penalty. Yet most of the time no1 ends up with a punish.
I find the punish seems to be most unreliable for when you have recently spawned, seems to work most of the time when you have been out and about for awhile....provided you don't break any of the rules. I could just be imagining this though.
I usually wait the time period needed after exiting a car or using a med bag, before I get to adventurous (risk wise) after spawning. This seems to work well.
Also I wonder have people stumbled across some sort of cheat/trick to avoid the penalty ?
Re: Penalties - do they work at all?
Posted: 2010-01-10 03:12
by ret1
I think the system is broken. In a similar post, 3 squads of civis on Ramiel. A stryker mowed them all down, repeatedly. He had -1000 TW points and had a ~3 minute respawn after he got shot with an RPG. It didn't prevent them from getting intel about a cache 4 minutes later. That example clearly illustrates that the intel lost for killing civis was not enough!!!
I miss the old civis in green jump suits....
Re: Penalties - do they work at all?
Posted: 2010-01-10 03:28
by Dev1200
The penalty should be what it is now, but also instant-death. That way 1337 awesome people won't drive around shooting everything that moves.
Also, consider the fact of how many insurgents die. 99.9% of the time they give up in the first 5 seconds of being killed. AR's, Apc's, etc. all contribute.
Re: Penalties - do they work at all?
Posted: 2010-01-16 17:12
by Burton
[R-CON]Rudd wrote:if they got you with a shotgun, counts as an arrest
By the DEV's coding the shotgun so it counts as an arrest they've basically encouraged the lack of Fire Control from Coalition forces on Insurgency mode maps.
Which has in-turn lead to many a player becoming disillusioned when playing as Insurgents, racking up extremely negative KD Ratios simply because there aren't any Civi's around.
But who can blame people for not wanting to go Civi? Not me, that's for sure.
An unarmed kit that can be killed without penalty by a number of means, landing the Civi with an unfairly large spawn time - When the soldier who killed the Civi is temporarily penalized, but all he has to do to avoid a long spawn time upon his death is to just kill more insurgents to bring his points back up.
IRL - Which (without wanting to open up a can of worms) is what Project Reality is trying to simulate, Killing civilians will result in the soldier being severely reprimanded and at least detained until further notice until the soldier can be cleared of any wrong doing.
The penalty for killing an unarmed combatant in PR should be so;
- All player points to 0
- Minus 100 intel points for the Coalition force OR Discovered cache relocates
- Player killed with 300 second spawn time
Re: Penalties - do they work at all?
Posted: 2010-01-16 17:50
by AquaticPenguin
There need to be changes to the civilian system, and I for one think that more clear boundaries to what the blufor can and cannot do will help as well as having a big message at the top of the screen. But I don't think said changes would stop people shooting civilians, and may just annoy them or depopulate servers. There needs to be a rethink of how civilians are treated.
This is something that it might be worthwhile testing in public betas, experimenting with different punishment schemes to find out how the player will change their behaviour. Also it could help to try out some more radical changes (something like the CAS suggested way of doing it), because at the moment people all have different theories on how it would work if x or y was changed but no one actually knows.
Re: Penalties - do they work at all?
Posted: 2010-01-20 07:19
by Trooper909
Burton wrote:By the DEV's coding the shotgun so it counts as an arrest they've basically encouraged the lack of Fire Control from Coalition forces on Insurgency mode maps.
Which has in-turn lead to many a player becoming disillusioned when playing as Insurgents, racking up extremely negative KD Ratios simply because there aren't any Civi's around.
But who can blame people for not wanting to go Civi? Not me, that's for sure.
An unarmed kit that can be killed without penalty by a number of means, landing the Civi with an unfairly large spawn time - When the soldier who killed the Civi is temporarily penalized, but all he has to do to avoid a long spawn time upon his death is to just kill more insurgents to bring his points back up.
IRL - Which (without wanting to open up a can of worms) is what Project Reality is trying to simulate, Killing civilians will result in the soldier being severely reprimanded and at least detained until further notice until the soldier can be cleared of any wrong doing.
The penalty for killing an unarmed combatant in PR should be so;
- All player points to 0
- Minus 100 intel points for the Coalition force OR Discovered cache relocates
- Player killed with 300 second spawn time
summed it up in a nutshell.