Taque said:
All I have to say is that one or two 40's would take care of those important civilians and the surrounding escorts real quick.
Well i was thinking that shift from neutral to hostile would be a gradual process based on how many people you injured killed. At first their reaction to combat in their area as well as the first couple of "accidents" would be to run, and hide. Other steps would be like raising alarms, reporting your position to the enemy, setting up defenses (blocking roads with buring cars, locking doors, cutting trees down, ect whatever the map had) setting up sniper ambush areas, ect ect.
These things wouldn't immediatly, but happen over time and probably would occure between rounds. Of course it would be far better on the other hand to actually recruit, and win the support of the locals. In real-life this is usually done through negoations, and often with labor in the forms of helping with community projects. Examples would be helping the locals with crops, training the men, and possibly arming them, or through some financial other aid. In gameplay terms this really can be broken down into "labor - Training - or devoting resorces"
Devoting labor would probably have the least effect, but on the plus side it'd also have the least cost.. perhaps when a round starts a team devoting labor would start off with their stamina bar at 50% or something. As with all forms of negoations, it only really possibly if their willing to listen to you, so chancs are once their not listening then you can't even bother to gain their support.
Training would be the next step up, and would probably only result in minimal strain on your team, but the double edeged sword would be that the AI's would become better. (perhap a rise in the AI difficulty meter with each session). Improved tactics such as mine placment and snipers, ect ect. The good news would be that they'd present a much more difficult oppostion to the enemy, the bad is that if you piss them off, you'll be on the reciving end of them. (see middle east for examples)
Devoting resources would essentialy be arming them, or providing them with finances so they can afford better arms. Again this goes hand in hand with training, but also carries a price tag, In other games like CS i'd say it would have a monentary one that the team felt, but since INF doesn't really have a limit on loadout, i guess you'd have to arm them from whatever reserves you brought with you.
The felt bonuses would be stuff like better spawns, advanced recon, larger reinforcment pool, (maybe you could spawn as one of them) ect. Ultimatly it'd be cool if you could actually tell them where to go via some mini-map you could click on.