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#61 | |
![]() Join Date: Nov 2008
Posts: 1,675
Location: Alberta
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How would banning players that happen to kill a civilian make the game better? Remove players from the BLUFOR team, cause instability in the team's playercount, assets, etc. Basically cause frustration over little gain. You can still destroy caches if you kill civilians. Having a cache location spotted makes the entire blufor team swarm around it, and since the marker is so accurate now, it makes it obvious to which building it is in, and not guesswork and searching. Players and their team are already punished brutally if you happen to kill a civilian. No limited kits means no taking assets, medic kits, etc. High respawn time, reducing score, etc. What you want is for players to understand that killing civilians is wrong. If so, play on a teamwork server, like PRTA. People that actually know how to play the game usually play there | |
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#62 |
![]() Join Date: Jul 2009
Posts: 943
Location: AZ
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Did anyone read my post I made earlier about that round on the H server... Leave it the way it is... if you kill civis it is a huge downfall to the good guys.
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#63 | |
![]() Join Date: Oct 2010
Posts: 324
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Intelligence points are irrelevant from what i've witnessed, and as for a virtual score - nobody cares. The K:D is what people care about on Blufor, it's why you play Ins as Blue. USMCMIDN mate, good on you for going out there and being a Civvy again for a refresher. After that though, don't you feel that being a civvy is a bit pointless? They have no effect on Blufor tactics (which is why I thought they were in the game, to make Ins different and unique). Edit: Dev1200, the same tactics that USMCMIDN found wrt civvys on ]H[ occur on PRTA. People know morally that killing civvys is wrong, but this is a game and there are no immediate (or arguably prolonged) negative effects, so the civvy is useless at preventing enemy fire. Also, to whoever mentioned 'collateral damage', that isn't a consequence of war, per se. It's a public relations name for a consequence of war - civilian casualties. | |
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Last edited by BenHamish; 12-23-2010 at 06:40 PM..
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#64 | |
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To maybe change people's opinions, everyone who is reading this thread start playing as a Collaborator whenever you get the chance. After then, please respond back with these things like USMCMIDN mentioned.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Intelligence is not required if you know what you are doing." To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. - NATO Charlie - 9 Army Air Corps - NCO |
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#65 |
![]() Join Date: May 2010
Posts: 454
Location: On a Fastrope
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This idea is no good. As a collaborator I constantly throw myself into the path of AAVs, Tanks, Humvees, anything that can martyr me. If all the players who kill me get banned then where does the server pop go?
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In Game: Marxman
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#66 |
![]() Join Date: Oct 2010
Posts: 324
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It should also be mentioned that the manual describes the Civvy kit but doesn't say what it's uses are. I'm therefore presuming that it's purpose is to cause as much damage to Blufor as possible in any way possible (inluding griefing tanks).
What is the Civvy kit for? In my view it is to change the game dynamic from the conventional warfare found on other maps, and to immerse the Blue player more by having to choose carefully what he shoots at. At the mo I think it fails.. But my problem may be that i've got the wrong end of the stick. Let us know what you think it's for guys and then we can work towards a set goal. |
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#67 |
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Remember they have to kill you three times then take into the account all of the other suggestions I typed out, and even more I will type up to combat martyrdom. If you combine all of these suggestions Haji, they would make a lot more sense than alone.
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Intelligence is not required if you know what you are doing." To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. - NATO Charlie - 9 Army Air Corps - NCO |
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#68 | |
![]() Join Date: Jul 2009
Posts: 943
Location: AZ
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#69 |
![]() Join Date: May 2007
Posts: 905
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The stated goal for the Collaborator kit is to force Coalition players to think before they pull the trigger, to represent forces that aren't out and out helping the Insurgents and people that might not look good on CNN.
I again remind everyone that there are no Civilians in PR. None. Zip. Nada. The Civilian Collaborator kit is just that, a collaborator. They have picked their side, they've seen or heard what the coalition forces can do, and they've still chosen not to leave peacefully. They are members in the insurgency and should be treated as such. You won't ever be able to force players to feel remorse or guilt over their targets in PR. It's a numbers game, pure and simple, no morality besides what we bring in. It's fun to roleplay, but only if everyone's playing by the same rules. If you, as a collaborator, do something absolutely retarded like play dance dance revolution directly in front of a tank, you're not going to last very long. |
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Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
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#70 |
![]() Join Date: Nov 2007
Posts: 1,973
Location: Vancouver
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these all sound great, my only objections is #8 particularly about hide outs. obviously IRL a hide out isnt something an insurgent wouldbuild at the beginning of the fight, but something that would have been pre established weeks to months prior to the conflict. it is used to simulate a borrowed basement of your friends house or the like. Thus needing to shovel it already compensates for the need to supply it
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Anything can be a weapon, anyone can be a threat. Never under estimate the combat ability of your opposition. He may seem weak and harmless now but even a dead man can carry a few pounds of explosives in his gut or deliver a decisive blow by rotting away in your water supply.
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