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08-30-2009, 11:17 AM
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#16 (permalink)
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Join Date: Nov 2008
Age: 20
Posts: 208
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Re: Civilian
I've killed LOTS of civvies... lots... and I've never sufferred any negative actions except for once. I've shot them with binocs. No negative, shot them with rocks, no negative. I've shot them healing themselves, no negative...
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08-30-2009, 11:24 AM
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#17 (permalink)
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Join Date: Mar 2009
Location: Matthews, NC
Age: 24
Posts: 202
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Re: Civilian
Quote:
Originally Posted by fullkontact
I've killed LOTS of civvies... lots... and I've never sufferred any negative actions except for once. I've shot them with binocs. No negative, shot them with rocks, no negative. I've shot them healing themselves, no negative...
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Ok, first off, the only way you can tell if you got punished is by checking your score, correct? (unless you die) Secondly, there's no way of really knowing if having binocs caused it, or if they healed someone behind a wall and then used the binocs in 60 seconds, unless you looked at them for the whole minute. I've heard anecdotal evidence for both cases with (for example) binocs.
I think I'm going to have to ask this on the PR forums.
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09-02-2009, 10:46 PM
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#18 (permalink)
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Join Date: Jul 2008
Posts: 59
Tournaments Joined: 0 Tournaments Won: 0
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Re: Civilian
Easy fix, reset the score of a civi-killer and raise his spawn time. For once, how hard is it to not pull the trigger at everything that moves. Seems like quite a riddle for most players.
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09-03-2009, 12:57 AM
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#19 (permalink)
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Join Date: Jan 2009
Location: New Jersey
Age: 19
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Re: Civilian
I'm still hoping that they will give a ticket to the insurgent team every time a civilian killed under RoE violations, to recreate the realism of someone joining the insurgency for a wrongful killing of a relative, etc.
They will get a ticket for each time this happens. Once they reach 10, the Blufor will need to destroy one of the extra caches to win. This could happen twice, referring to two extra caches that the insurgent team gets.
After then, each civilian killed will just give the killer added respawn time and negative score.
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FROM THE PRIMER:
Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team.
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Need to...
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09-03-2009, 02:01 AM
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#20 (permalink)
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Join Date: Sep 2008
Posts: 446
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Re: Civilian
Quote:
Originally Posted by Axis_Sniper
I'm still hoping that they will give a ticket to the insurgent team every time a civilian killed under RoE violations, to recreate the realism of someone joining the insurgency for a wrongful killing of a relative, etc.
They will get a ticket for each time this happens. Once they reach 10, the Blufor will need to destroy one of the extra caches to win. This could happen twice, referring to two extra caches that the insurgent team gets.
After then, each civilian killed will just give the killer added respawn time and negative score.
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That's not a bad idea, really...
Although I would definitely say apply the increased respawn and score at the same time, instead of 'after' the 20 tickets are reached, which I think is what you meant? 20 civilians is still a lot of civilians to kill before getting any individual penalties.
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09-03-2009, 02:06 AM
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#21 (permalink)
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Join Date: Jan 2009
Location: United States of America
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Re: Civilian
And perhaps, for every Civilian arrested by correct means, one LESS ticket for the Insurgents?
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09-03-2009, 04:24 AM
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#22 (permalink)
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Join Date: Nov 2006
Location: Canada
Posts: 912
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Re: Civilian
Some interesting ideas... Certainly the system will change in v0.9 but for now I don't think it's that bad. As a civilian act realistically and you'll rarely die... That is, if you hear gunshots.... Hide!!
We not decided on what changes to be implemented but will change to make collaborator more interesting and important in future.
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09-03-2009, 01:34 PM
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#23 (permalink)
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Join Date: Jan 2009
Location: Graz, Austria
Posts: 323
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Re: Civilian
i started to play it more often lately and i really like it
i think the way we did it yesterday on basrah on top of the palace with me waiting on the cache with my medpack ready is a good way to use the civi.
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09-03-2009, 02:58 PM
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#24 (permalink)
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Join Date: Sep 2006
Age: 32
Posts: 1,957
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Re: Civilian
Quote:
Originally Posted by fuzzhead
Some interesting ideas... Certainly the system will change in v0.9 but for now I don't think it's that bad. As a civilian act realistically and you'll rarely die... That is, if you hear gunshots.... Hide!!
We not decided on what changes to be implemented but will change to make collaborator more interesting and important in future.
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Please tie the ROE to a distance from cache or other insurgent as described in my suggestion below (with explanation of how it would improve game play!). The current use based rules are confusing and difficult to see by the opposing force, and if you shoot a civi in the leg and he pulls out a bag to heal himself you can simply finish him off.
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 My gameplay suggestions thread on the PR website.
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