Dv83r wrote:Collaborate | Define Collaborate at Dictionary.com
This definition above will be the basic meaning of these first few suggestions. Please take note in the definition that a Collaborator does not FIGHT for an enemy nation but supports it. Also take note of the synonyms. PLEASE read the entire suggestion first before responding back.
WARNING: There is a lot of information you are about to read.
Right now in Project Reality the BLUFOR can kill a Collaborator and lose all of his/her points and earn -100 teamwork points. An attitude has arisen out of these small penalties to where no BLUFOR player will respect Collaborators and some will shoot them on site. I have figured out a way for this to be stopped even though some may not like this idea.
1. First, when a BLUFOR player kills a Collaborator outside of ROE, he/she will receive a private message warning him/her of not to kill Collaborators outside of ROE and to arrest them with either restrainers or a shotgun. When a BLUFOR player kills two Collaborators outside of the ROE, he/she will be auto-kicked from the server. If he/she rejoins and kills another Collaborator, he/she will be auto-banned for the duration of the round. Yes, this suggestion sounds harsh, but it will help curb people?s attitudes toward Collaborators.
Now some of you are thinking that a lot of people would go for the Collaborator kit now. This is where my second suggestion comes into play.
2. Collaborators should be limited to one per squad. This is a valuable kit and it serves the purpose of the medic for the Insurgent faction. Therefore, it should be treated like such as in one per squad.
Again, some of you are thinking that any player would then drop his/her kit and become a Collaborator by being unarmed. Again this next suggestion should help curb this play-style.
3. After dropping your kit and becoming unarmed for sixty seconds, unarmed kits lose the ability to wield handheld, vehicle, and deployable weapons. This would be enforced by the screen going black and the player given a warning of not being able to use weapons for the Insurgency. This same principle would apply to Collaborators in how they would not be allowed to use handheld, vehicle, or deployable weapons. Also take note of what is in an unarmed kit's arsenal. If you become a Collaborator through dropping your kit, all you have is your fists, unarmed, and a cell-phone. This means this kit will be severely handicapped compared to the regular Collaborator kit.
So if my definition states that Collaborators do not fight but support an enemy nation, then Collaborators need to be limited from using weapons.
4. Collaborators are not allowed to use any suicide vehicles. This includes bomb cars, 'Big Reds', or 'Garys.' Also Collaborators would not be allowed to use the .50 caliber machine gun or the RPK on any technical. Last, Collaborators would not be allowed to use any mortar position or SPG-9 position. If a Collaborator got into any of these vehicles/positions, he/she would have his/her screen go black and receive a warning of not being allowed to use these types of vehicles/positions as he/she is a Collaborator and not an Insurgent.
These next few suggestions have to deal with other elements of Insurgency game-play that need to be improved upon.
5. If a vehicle has been deemed a suicide vehicle, why does it need more than one seat? There is no logical sense for a second seat for a suicide vehicle that will be blown up a few minutes later. Therefore, this second seat should be removed from the suicide vehicle as it might give the wrong impersonation to newer players who might use it for transportation.
Right now in Insurgency, as the Insurgent faction every player can become a Sapper. This means that 32 players can set up to 960 mines, 160 pipe-bombs and 128 grenade traps. Now that's a whole lot of explosives for one team in one map. This needs to be improved upon greatly.
6. The Sapper kit needs to become a limited kit. This kit needs to become limited to one Sapper per squad. Instead of having the amount of explosives I mentioned earlier, the maximum is now 270 mines, 45 pipe-bombs, and 36 grenade traps. I?m pretty sure that not every Insurgent is informed in how to properly set mines, pipe-bombs, and grenade traps. Therefore, this suggestion makes much more sense than it does now. If this change were to be implemented, this would open up the ability for Sappers to be able to set more mine markers whenever they set down explosives.
Also, I have noticed lately squads rushing up to caches and throwing C-4 down and driving away and blowing it up. This seems like a vanilla player?s tactic and should be changed.
7. Right now, caches can be blown up with one C-4, three incendiaries, .50 caliber bullets, APC's main cannon, tank's main cannon, etc. Caches need to be strengthened a little more too where they can not be took down by hit and run tactics. Therefore, to combat this certain play-style, caches need to be edited to be stronger where they can be taken down by 2 C-4s, 4 incendiaries, etc. This means that BLUFOR has secured the area and seized the cache.
Last, in Insurgency, deployables do not require any source of supplies to place. Any Insurgency faction can basically place these deployables any where on the map and attack from that location.
8. My final suggestion is to edit Insurgency deployables to require supplies just like the BLUFOR. This would apply in how Hideouts would require one ammunition box just like the BLUFOR Forward Operation?s Base. The other part is how the Mortars or Anti-Tank deployable would require two ammunition boxes equivalent to their BLUFOR counterparts. Therefore, this change would require more teamwork for Logistics on the Insurgent/Taliban/Hamas factions.
Thank you for reading this suggestion and please respond back with constructive criticism.