project reality header
Go Back   Project Reality Forums > PR:BF2 Mod Forums > PR:BF2 Suggestions
PR Time:
Register Forum RulesDeveloper Blogs Project Reality Members List Search Today's Posts Mark Forums Read
PR:BF2 Suggestions Suggestions from our community members. Read the stickies before posting.

Contact Support Team Frequently Asked Questions Register today!

Reply
 
LinkBack Thread Tools Display Modes
Old 08-06-2009, 05:54 PM   #1
McBumLuv

McBumLuv's Avatar
Default Complete civilian ROE revamp

Well, I can't exactly say civilian ROE changes haven't been suggested before, but I would like to start by saying that though I've alluded to this suggestion in previous related threads, there has never been any discussion or much response in relationship to them. Add to that the fact that using the search function has not revealed any matches, I'll begin.

The civilian/collaborator class has been an extreme in PR for a few builds. Going from the extremely notable cannon fodder of 0.75 to the extremely rare and punishing kit of 0.8-0.86. So, I'd like to suggest completely revamping the ROEs to a playable middle ground where the civilian is played properly, if played at all.

My ROE would be as follows:


1. Civilians will never be allowed to be shot. Shooting a civilian will never be allowable within the ROEs of the coalition, under any circumstance (IE, no slugshots, either).
2. Coalition will receive an updated punishment system, including:
  • Every time they kill a civilian, their name is displayed in the top left in a similar fashion to the "Player_name destroyed his own cache and is a traitor"
  • Any civilian kill ups your respawn by 60 seconds.
  • Your second consecutive civilian kill within a life leads to a court martial (with the added spawn time of both kills)
  • After the third kill in a game, player's score is reset (like in 0.85), and another court martial.
3. If a civilian is killed within 3 meters of any insurgent, then the civilian will be punished with an extra 120 seconds.
4. Civilians are no longer able to be arrested on a whim. The only time an arrest will be allowable is within 180 seconds of:
  • Pulling out their rocks/cellphone.
  • Being within 10 meters of an insurgent
  • Being within 10 meters of a weapons cache.
5. Civilians arrested "legally" will receive another 60 seconds on their respawn.
6. Coalition troops will loose one intelligence point for false arrests, but will only be punished with an extra 30 seconds to their spawn time.
7. Civilian normal respawn time will be reduced to 30 seconds.



That's pretty much it. Now, to back it up before people start denouncing the entire suggestion over iddy-biddy points. Most of it can be tweaked, but overall it should stay the same. Anyways, here's my explanation for each point:

#1: Pretty much summed up, shooting any unarmed civilian is never justified, and should never go unpunished.
#2: Slightly more direct punishments than previously, including the text message. The first kill's punishment is relatively light and not too apparent, but it's a slightly more lenient punishment.
#3: Duh, no more human shield problems. No, you'll still be punished for shoting them, but they'll be punished a whole lot more.
#4: Civilians are never a direct threat to you, but if it is perceived that they are doing suspicious activities or may indirectly be a threat to you (rocks/cellphones), then you'll have the opportunity to catch them and arrest them.
#5: Punishment for being caught on the civilian's part, meaning they'll no longer be giving free intel like supposedly in 0.75.
#6: Not really severe, in all honesty, but this represents the Coalition loosing civilian trust, as well as being reprimanded for doing so.
#7: Without the problems of human shields being formed subsiding due to my previous points, civilians no longer need to be punished for using the kit.

Please post your comments/feedback of this, and remember that this is just a rough outline and any point can be changed if it's seen as beneficial to the overall suggestion, but I believe this will be a huge improvement in gameplay already..


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
McBumLuv is offline Reply With Quote
Old 08-06-2009, 06:12 PM   #2
[R-DEV]Eddie Baker
PR Military Advisor
Default Re: Complete civilian ROE revamp

There's a reason that the so-called civilian is on the opposing side, because it is the enemy. The "civilian" misnomer should never have been applied to that class to begin with. He is no longer a civilian, he is a an unarmed combatant supporting the insurgents.
[R-DEV]Eddie Baker is offline Reply With Quote
Old 08-06-2009, 06:30 PM   #3
snooggums
Default Re: Complete civilian ROE revamp

This revamp doesn't help situations where a collaborator is killed out of sight of the shooter (grenades etc) where they should not be punished.

My changes to ROE is part of civi/collab revamp in my suggestion below, if we have a single collaborator class (called the civi for short) the ROE would be:

If civi is shot outside of ROE the shooter is auto-killed with a 2 minute respawn, civi has a 30 second spawn. If the civi is shot within ROE they get a 10 minute respawn, if arrested it is 2 minutes.
If a civi is within 30m of a cache or insurgent they are valid for ROE. This gets rid of the human shield crap as if they are 30m away they can easily be arrested, and covers the healing insurgents and all other behavior that the current system punishes.
If a civi is in a vehicle, or was in one in the last 30 seconds they are valid for ROE.

Shotguns would still be used for arresting at a distance.

No action taken by the civi (rocks, binocs, phone etc) would trigger ROE.

Due to the ROE this will only punish BluFor who simply shoot everything they see as the civi will most often be within ROE if near combat.

My
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

My
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

My
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.

My
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


AnimalMother's
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.
snooggums is offline Reply With Quote
Old 08-06-2009, 06:32 PM   #4
mat552

mat552's Avatar
Default Re: Complete civilian ROE revamp

Quote:
Originally Posted by [R-DEV]Eddie Baker View Post
There's a reason that the so-called civilian is on the opposing side, because it is the enemy. The "civilian" misnomer should never have been applied to that class to begin with. He is no longer a civilian, he is a an unarmed combatant supporting the insurgents.
Then what's the deal with not being able to shoot him in the first place. If he is truly aiding and abetting the enemy to the very extent of his abilities, the only thing separating him from the insurgent next to him is that he is not holding a weapon, and that is no reason for a magic "get out of jail free" card.

Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
mat552 is offline Reply With Quote
Old 08-06-2009, 07:02 PM   #5
Colonelcool125

Colonelcool125's Avatar
Default Re: Complete civilian ROE revamp

Honestly, the class is so broken that it just needs to be scrapped. The only way the class could work is if there were civilians that helped the BLUFOR too, because right now the moment you see a guy with no gun, you still know he's the enemy. The only reason to hold your fire is your spawntime penalty, rather than the possibility of killing an innocent civilian/someone who might help you.

Give the insurgents a medic and call it a day.


To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts.


Don't let chafed nipples ruin your day
Words to live by.
Colonelcool125 is offline Reply With Quote
Old 08-06-2009, 07:17 PM   #6
[R-MOD]Spec
Forum Moderator

[R-MOD]Spec's Avatar
Default Re: Complete civilian ROE revamp

As far as "collaborator vs civilian" goes: He is a collaborator, but blufor is not supposed to know that.

The suggestion sounds okay. I'd allow the breaching shotgun under arrest conditions though, as it's simulating a less lethal weapon and beanbags would probably not be a big problem when there is enough reason to arrest the civilian. And i'd certainly allow shooting civilians in vehicles, otherwise they can run people over, there's nothing to stop them really. Bombcars make that even more dangerous.

Anyway, something really needs to be done with the kit. The best thing would really be bots... Meh.
[R-MOD]Spec is offline Reply With Quote
Old 08-06-2009, 07:46 PM   #7
spawncaptain

spawncaptain's Avatar
Default Re: Complete civilian ROE revamp

I totally support McLuv's suggestion.

[01:18] <cameLdeath> obviously just to piss you off
[01:18] <McCree> damn you devs!
[01:18] <McCree> damn you to the pitts of hell
[01:18] <spawn> yeah they ruined this one
[01:18] <Jaymz> yeah
[01:18] <Jaymz> YEAH!
[01:18] == McCree was kicked from #projectreality
spawncaptain is offline Reply With Quote
Old 08-06-2009, 08:04 PM   #8
Hoboknighter
Default Re: Complete civilian ROE revamp

Quote:
Originally Posted by [R-DEV]Eddie Baker View Post
There's a reason that the so-called civilian is on the opposing side, because it is the enemy. The "civilian" misnomer should never have been applied to that class to begin with. He is no longer a civilian, he is a an unarmed combatant supporting the insurgents.
So are collaborators always so easily marked in the world that any Blufor guy can go, "Hey, that guys a collaborator, not an innocent civilian" because of a sixth sense? It's not always obvious.
Hoboknighter is offline Reply With Quote
Old 08-06-2009, 09:07 PM   #9
Darksidesix
Supporting Member

Darksidesix's Avatar
Default Re: Complete civilian ROE revamp

Heres my version of the unarmed combatant role:

First of all we need to establish if he is a collaberator or a civilian...

Civilian: UNDER NO CIRCUMSTANCES MAY HE BE SHOT OR RUN OVER...He in noway should be punished or have an increase spawn time... He is unarmed and may provide first aid to anyone (COFOR or ENFOR) because he is protected by the geneva conventions....

He may also be held at gunpoint by "insurgents" to provide medical attention to them as well as be used as a meat shield in a firefight...

He may be arrested and detained to establish if he is of material use to COFOR by way of providing intel on caches,ieds, and enemy movements in the area....

he should be a neutral class,if you shoot him:

COFOR: you get 60 sec more added to spawn , no limited kits for 5 min, point loss and name on wall of shame...

ENFOR: insur,tali loss of 2 tickets and 60 secs added on to spawn time

COLLABERATOR he is working for the ENFOR and has been providing intel to the Insurgents on COFOR patrols and convoys as well as FOBs and checkpoints...

he is unarmed and is trained in first aid he may be detained if suspected of spotting morters or throwing grappels for insurgents... he at anytime can pick up a kit and join the jihad but may not pick up his collaborator kit after becoming a combatant... at this point he may be shot or runover by COFOR... also he may provide medical aid to insurgents

Remember ROEs and Conventions... killing unarmed combatants or civilians is something that is illegal and frowned upon....
Darksidesix is offline Reply With Quote
Old 08-07-2009, 06:23 AM   #10
wookimonsta
Supporting Member
Default Re: Complete civilian ROE revamp

i really like mcluvs ideas.
but im not sure what happens during a "court martial", does the player die? does he get teleported back to base?
what happens when its a vehicle gunner, are you just going to leave the vehicle without a gunner in the middle of enemy territory?

are 3 meters really a big enough area around an insurgent to be allowed to kill them? i mean imagine you are firing a tankshell at a building full of insurgents, and 5 meters away is a civilian who gets hit, is that your fault? he was clearly right next to those insurgents probably helping them.

what happens if with one shot you kill 3 civilians outside the ROE?
it can happen, especially with tanks/apcs.
perhaps the answer to the last one is that if you kill 3 civilians within 5 seconds, its considered as one "incident" which only counts as the first step (no court martial)

edit:
also 10 meters from a cache is hard, since you don't know where the cache is, you only have an approximate area. maybe make it something like 50 meters, so you can arrest any shifty looking people near the area.
wookimonsta is offline
Last edited by wookimonsta; 08-07-2009 at 06:33 AM..
Reply With Quote
Reply


Tags
civilian, complete, revamp, roe
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On



All times are GMT -4. The time now is 08:24 PM.


Powered by: vBulletin. ©2000 - 2012, Jelsoft Enterprises Ltd.
Search Engine Optimization by vBSEO.
All Content Copyright ©2004 - 2012, Project Reality.