Purpose and functionality...
Again, the purpose of adding civilians to this mod, and especially in the numbers I'm suggesting here, is to add a more realistic atmosphere to the game, elevate the performance demands of the combatants, either to avoid harming civilians, or to (distastefully) exploit them.
To imply that civilians "all" take cover is a gross and misleading picture of what a combat zone, especially set in an urban setting, is like. The latest documentary I watched on PBS regarding our most recent invasion of Iraq is proof positive of what I'm talking about here. Did most Iraqis remain where they were, thinking (more likely, hoping) that they found sound cover? Yes. Were said Iraqis most likely inside buildings? Yes. Were such civilians killed anyway? Yes. Were there Iraqis seeking cover? Yes. Were such civilians killed anyway? Yes. Were there Iraqis roaming about, terrified out of their senses and wits? Yes. Were such civilians killed anyway? Yes.
My father was in the military for 25 years. At the bar of the armory, I sat on MANY a knee growing up, silently listening to stories of war. Whether the teller was a veteran of WW II, Korea, Vietnam, Panama (with VERY high civilian deaths) or both Iraqi invasions, (my high school friends served abroad), I've yet to hear a story about a "clean" war. To pretend otherwise is fooling ourselves beyond the pale. To pretend that civilians aren't present, doing sensible and insensible things, and/or slain (with or without intention) is such a vital aspect of any "real" combat experience, that it does GRATE me to have seen SO many games released, and yet finding that they don't address this matter adequately, if at all. In a way, the absence of civilians is awfully convenient for the game developers, and I'm NOT talking about generating the mechanics of the game. It certainly avoids having to address a very ugly, and yet very REAL aspect of the horror one's engaged in.
And besides, if this was made into a mutator, it's not going to be a feature that's forced down anyone's throat. If one doesn't want to use this mutator, then DON'T turn it on. If this mutator has too severe an impact on your game's performance, then lower the numbers of civilians present on the map, or, again, DON'T turn it on. Indeed, there are even circumstances where it wouldn't be totally sensible to see civilians running around, such as when a military base is being assaulted in the midst of a war. Nope, I wouldn't imagine too many civilians being there, so, AGAIN, don't turn it on.
But I suspect, that there are many Infiltration devotees who would appreciate having such a mutator being crafted for their gaming experience, as, frankly, since it could be completely turned off, there'd be no drawbacks to its creation and availability to the community. I'm not going to rehash all of the exciting events that this mutator could create, all I will say is that it would certainly separate the men from the boys.
Now, in regards to making this mod a reality, I believe that this mod can work. REALLY. Again, I've played with the Zombie mut, and it spawns ONE HUNDRED zombies on the screen, ALL seeking out their nearest target, ALL seeking out to MAUL their targets to death, and ALL the while, bots and players are opening their weapons up on the zombies, most of the time doing PARTIAL damage, and then ALL of said wounded zombies are having their health levels being tallied. Said mut does all the above, and its effect on my game? At TIMES, SOME choppiness in frame rate and performance, but STILL doable.
Compare all of the features that the Zombie mut has, and compare them to what I've suggested. Did I suggest enough civilians so that there could be something that looked like a column of refugees? No. I suggested that the max number of civilians be limited to 25. Since this WHOLE thread is all conjecture, guess what, that maximum number could be lowered to 20, or even 15. Also keep in mind a feature that would be MOST desirable with such a mut, the ability to SPECIFY how many civilians one wants in his/her game. You want control? Well, you could have it.
Are these civilians seeking out soldiers to attack them? Nope. Do they have a health high enough that the computer's got to crunch all those numbers when bullets do only partial damage? Nope. I suggested that pretty much one hit equals one kill when it comes to the health of these civilians, and besides, there wouldn't be anywhere near as many in the game as the Zombie mut creates.
On pretty much every level, the mut I suggested is LESS demanding than the Zombie mut, and the ability to adjust numbers makes it all the more likely that it would run smoothly in the game.
In regards to assessing penalties for killing civilians, I'm being swayed more and more to move away from denying the killing player a respawn. I've certainly grown more warm to the idea of "staining" the reputation of the player by indicating a friendly kill, but maybe this could be pushed just a little further, by having civilians registered as white skulls, instead of red. That way, we know for sure who killed what, and thus there wouldn’t be an opportunity for making false accusations.
Again, I feel that this mut offers too much not to be seen in a positive light.
Yours,
Kyle
March 16, 2004