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Surrendering

Bennanteno

Grizzled Veteran
Oct 7, 2007
165
1
Has anyone ever surrendered in a game of red orchestra, dropped their weapon, and been taken POW? This seems like it would work. The prisoner would be surrendering to make an otherwise boring game, such as one they had no hope of winning, fun. The opposing team would benefit too, since the prisoner couldn't respawn to fight again. My question is, has anyone ever seen or been a part of this?:confused:
 
It happened once in a game of IC, the Russian team dropped their weapons and were escorted to the 1917 park on Zhitomir 1941. However, a straggler refused to lay down his arms and opened fire on the Germans, soo...

We just followed orders.

They were traitors. I even shot the person with the squad leader spot.



Good times with the sniper rifle.
 
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I surrenderred once.:eek: I think I was surrounded in a house, and my weapon hand was wounded, so I texted "I surrender." I came out with no weapon, and immediately was shot and killed by a German player.

I looked at an old, essentially defunct (defunct meanining it's no longer manufactured and has been shelved for years by the big toy company that bought out the gaming company that originally produced it, but there are still gaming societies that play it) boardgame called Squad Leader, which was the greatest boardgame ever designed, and which recreated historical WWII battles using maps and unit counters made out of die cut colored cardboard, as a reference to see if they had some rules about prisoners.



You'd have to have an incentive to take prisoners.

Proposed Prisoner Rules for RO

1) Enemy soldier press key "G" and message "Enemy soldier surrenders" appears.

2)Once the player accepts a POW(s) under his control, each POW soldier counts as if 2 killed soldiers towards the player's score.

3) Captured Squad Leaders count as 3 killed soldiers to the player's score.

4) Player can always opt to execute a surrendering soldier at the moment of surrender. However, it is counted only as 1 kill.

5) When player accepts surrender, he presses "G" key, and message "Your surrender has been accepted" appears.

6) Once captured, only SS and Russian soldiers may execute a prisonier at will.

7) German Field Army, American military personal, and Rumanian troops (for the Mods, if they desire these rules) cannot execute prisoners at will. Doing so deducts 4 points from their overall score.

8)An prisoner executed by SS or Russian troops is not counted as a kill towards that player's score, but there is no penalty either.

9) POW Prisoners killed as a result of friendly fire still count as 2 kills towards the captor's score.

10) If a POW escapes, player always still has the 2 points. If the POW is recaptured, player is awarded 2 more points.

11) POW is no longer considered a POW once he rearms himself with a weapon.

11) If ex-POW is killed in action (KIA), it counts as 1 kill.

12) In order to interrogate prisoners, player must press I, and will be put into Interrogation Mode for 1 minutes of game time. During this time, player can ask for information, cajole, threaten, beat with rifle butt or bayonet stab POW if information is not forthcoming.

13) Except for SS and Russian soldiers, all other types of soldiers who kill a POW during an interrogation must deduct 5 points from their overall score.




Do you game could be made to incorporate these proposed rules framework of RO's programming???


I can't imagine too many surrenders. There is still no real benefit in surrendering for the would be POW, except not getting killed, and its a bot's life, not a human's.

Here's some photos of that old boardgame (SL first published in 1977, by the defunct Avalon Hill, Inc. of Baltimore, MD); though the nature of the Squad Leader is quite different than a computer game, it is also a little similar as well:

Here are a few of their Scenarios (they published a lot of these), equivalent to RO's maps, based on historical events that the game designers worked on, including the most famous scenario, Scenario#1: The Guards Counterattack!!":













One of the board maps; this one was used in the scenarios above and would be used, along with others, to represent Stalingrad or Berlin (or other major urban settings):



 
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I know, man, but it seemed to be apropos and appropriate to discuss this topic in full once the subject was broached.

The thread is labeled "Surrendering."

You also said "[t]his seems like it would work."

I'm just trying to add some suggestions to "make it work;" they're just suggestions. If some one wants to alter or add to them they can.
 
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It's alright, I just wanted to make sure this thread didn't stray too far off topic. I think your idea of being rewarded with points for capturing an enemy is interesting, but the idea of a key for surrendering, a system of interogating POWs, and the general integration of surrendering into the game itself is too complex.
 
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i once suggested to make surrendering the only way to switch teams, if you want to join the other team you have to surrender to them and they must take you prisoner. only then you can join th other team.

seems like the only way to give people a valid reason to do this besides being fun and exciting. and the enemy would'nt be shooting you all the time, since every prisoner they take is one more player on their side.
and when a friendly tries to surrender to the enemy, it will be in your advantage to shoot him so he doesn't succeed.
 
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is this thread serious? :confused:

I think just one real need for surrendering is the following:
one team is unable to win the map. Like you have less time to capture all objectives that are needed
to win the map. In this case someone can call a vote and every player of the losing team get a message:

"Do ya wanna surrender? YES/NO"

And if the majority of the players vote "YES" then they whole team surrenders.

What is it good for?
If you cant win the match its proberly more fun to surrender and start a new game then waste some time in an worthless struggle...
 
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is this thread serious? :confused:

I think just one real need for surrendering is the following:
one team is unable to win the map. Like you have less time to capture all objectives that are needed
to win the map. In this case someone can call a vote and every player of the losing team get a message:

"Do ya wanna surrender? YES/NO"

And if the majority of the players vote "YES" then they whole team surrenders.

What is it good for?
If you cant win the match its proberly more fun to surrender and start a new game then waste some time in an worthless struggle...

Now that is a sensible idea. The number of times you know a map is lost by about 2/3rds of teh way in but you have to keep playing regardless. THis would be well worth adding i think.
 
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is this thread serious? :confused:

I think just one real need for surrendering is the following:
one team is unable to win the map. Like you have less time to capture all objectives that are needed
to win the map. In this case someone can call a vote and every player of the losing team get a message:

"Do ya wanna surrender? YES/NO"

And if the majority of the players vote "YES" then they whole team surrenders.

What is it good for?
If you cant win the match its proberly more fun to surrender and start a new game then waste some time in an worthless struggle...


You're a coward and i spit on you, where's the glory in that? Fight against the "insurmountable" odds with a fierce pride in your heart and you can overcome anything. Surrender as an individual when you have no other choice, that way you can attempt to escape, or your comrades can rescue you and you can rejoin the fight. Mass surrender just to restart a round is foolhardy.
 
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