|
PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
![]() |
|
Thread Tools | Display Modes |
![]() |
#1 |
Join Date: Aug 2020
Posts: 47
![]()
Location: Delaware
|
![]()
Put invisible placeholder objects for what is considered civilians that are "out of sight" inside buildings. Make it so that if tank fire, grenade launchers, Cas, Hat, heavy machine guns, mortars, and area attacks destroy these for a negative intel hit. Once friendlies or enemies get within a certain distant it could nullify them. A 3rd type of mortar round "a leaflet" round could destroy these objects as well, acting as a warning to evacuate the buildings. Basically, the idea is to keep people from just spamming areas with gunfire, that in real life would result in massive civilian casualties, which we have seen in recent conflicts to be a factor in the public discourse and very possibly the outcome of the conflicts.
Put hard to find little objects such as folders/hard drives/papers located in buildings that can be "arrested" to collect a small amount of intel to just slightly offset the new hit from the buildings and for a small "fun" and intricacy. The recent conflict in Gaza has also shown us that intel is often not organized and controlled but rather decentralized. Meaning that while it is easier to find it is also becoming less valuable, all the less we have an infatuation with every little thing that is uncovered so while this may not represent a huge gameplay impact, it does mimic real life. Adding some sort of tracker for intel would also be super cool but that would be a lot of work. Given the changes with the coding and some of the other stuff I've seen done, it seems to be something worth saying. |
![]() |
![]() |
![]() |
#2 | |
Support Technician
![]() Join Date: Apr 2008
Posts: 1,279
![]()
Location: Helsinki
|
![]() Quote:
| |
![]() |
![]() |
![]() |
#3 |
Join Date: Aug 2020
Posts: 47
![]()
Location: Delaware
|
![]()
Yeah obviously there's some limitations to the engine on how many objects can be placed but that's not my wheelhouse. Maybe there's some layers to maps that have more objects for those of us with newer machines.
|
![]() |
![]() |
![]() |
#4 |
![]() Join Date: Mar 2019
Posts: 150
![]() |
![]()
I think the current system works though. Civies can stop tanks from blasting indiscriminately.
|
![]() |
![]() |
![]() |
#5 |
Join Date: Dec 2018
Posts: 469
![]() |
![]()
While I do blast indiscriminately, most people only fire when they have seen somebody to shoot at. This reduces how much they actually shoot in the first place. So for most people, the only reason they would hit a proposed static civilian is because there is a fighter nearby.
This would also make us need to defend these static civilians as well, which I am not opposed against but people have a tendency to wander even when objectives are clear. Civilians are easy enough to single out without any gear or rag masks. Civilians do need changes in the game, especially surrounding the effects and use of the shotgun. Shotgun instant arrest takes so much potential away from insurgency tactics. Shotgun instant arrest makes a lone wolfing breacher overpowered and a breacher with a squad makes the squad not really need the cuffs. Shotgun should remove stamina from civilians, not health, shotgun shouldn't be capable of arrest in itself, but just to remove the stamina. Civilians only weapon is rocks, while you currently can gather a crowd to human shield a roadblock, its not a good idea because a breacher can come out of nowhere and instantly arrest many civilians by mowing them down. It takes away all the potential work and tactics of civilians. Rocks are most effective when used by a crowd versus lone individuals. Given the fact there is 5-7 breacher kits available. Its overpowered, whether lone wolfing breacher or a squad with a breacher. Its unfair, unrealistic and takes away tactic potential of using civilians. |
![]() |
![]() |
![]() |
|
|