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#11 | |
![]() Join Date: Aug 2008
Location: St. Catharines, ON
Posts: 3,371
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Quote:
1) If everyone on the enemy team is a civilian, then you should be happy! They are already far more underpowered, so look at what this'll mean. 2) Everyone's under the impression that they should be able to arrest civilians at any time, and shoot them on some occassions, but that shouldn't be. The ROEs should NEVER allow shooting a civi, and arrests should only be made in suspicious activity (1 minute after having used the rocks, first aid, cellphone, or binoculars). 3) Even if you can't ever shoot a civilian, and don't get the chance to arrest him, SO WHAT? What is he going to do to you? He could walk upto and beside you, even, and not do anything suspicious/endagering to you. Adapt to the new situations, evolve your tactics, and think. If anything's typical FPS, it's the thought that everything should be able to be killed, and these are simply exemplifying that. | |
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#12 | ||
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PR Beta Testing Team Member
![]() Join Date: Jan 2008
Posts: 774
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My
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#13 | |
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PR Beta Testing Team Member
![]() Join Date: Jan 2008
Posts: 774
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My
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#14 | |
![]() Join Date: Aug 2008
Location: St. Catharines, ON
Posts: 3,371
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Quote:
1) Make it so they are never out of the ROEs, and can never be shot without prevention. 2) If they are shot within 3 meters of an insurgent, the colaition still gets it's punishment, but this time the civi gets the current default timer (120 seconds, whilst if they weren't doing that, they'd only have the ~30 second timer). Done. And guess what? The kit is also playable, and ROEs make sense, and solving the problem actually solves it, rather than making matters worse. | |
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#15 | |
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PR Beta Testing Team Member
![]() Join Date: Jan 2008
Posts: 774
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Quote:
If you make it so the civi cannot ever be shot without punishing BluFor they will just be human shields again, which the Dev's don't want. Giving them a 2 minute timer and also punish the enemy still makes them worth being human shields. If they gain zero benefit from being a shield the behavior will stop. | |
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#16 |
![]() Join Date: Aug 2008
Location: St. Catharines, ON
Posts: 3,371
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No, because the only time they are ever used as human shields is when they are within 3-5 meters of an insurgent, and if they are such they will be punished, but it doesn't matter if they are being used as human shields, you should still get the punishments. But they won't get the human shields, because as we've seen from the lack of civilians, having even a 120 second spawn time really detracts from playing as an unarmed player.
When has it ever been excusable for the coalition to shoot civilians? Even when they may be used as human shields (which happens alot it would seem in real life) they are never justified. WHy should it be ingame that it's allowed? It would just happen so very rarely since if they open fire it'll be a lose-lose situation. But then again... How has an unarmed civilian guarding (and giving the position away of) an insurgent armed with far worse weaponry for the most part stand up against entire squads with high quality kits, and huge support? That's all I dislike about the suggestion, the ROEs. Not that I disagree that civilians shouldn't be punished for dying as human shields, but I believe that making it 1 minute within 30 meters of a cache or insurgent detracts from the purpose. |
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#17 |
![]() Join Date: Nov 2008
Location: dublin
Posts: 667
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Good suggestion i like the way the collaberter kinda feels more like one of the insurgents and i love the way u have a proper civi whos kinda neutral but i think the proper whopper civi should not be able to get areested or ran over or shot in a car (if hes on his own) i think the blufor should just have to think thats a civi dont kill him or arrest him at all.
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#18 | |
![]() Join Date: Jul 2009
Location: NY
Posts: 179
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| Tags |
| civilian, collaborator, separating |
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