Summary
Rare enemy surrenders in COE2: take prisoners, question them in the field, and bring them to an intel bunker for interrogation and real intel. No torture: threats only.
Description
COE2 PRISONERS & INTERROGATION
Enemy soldiers in COE2 can now surrender. Take them prisoner, question them on the spot, or bring them back to an intel bunker where the interrogators get what they know.
Built for COE2 with ACE Captives, CPO Frontline and CPO Objective Intel.
--- SURRENDER ---
Surrenders are rare on purpose. You won't see crowds of enemies with their hands up in the middle of a firefight.
• A squad only thinks about giving up once it's beaten: most of its men are down, or only one is left.
• The fight has to die down first. No surrenders while bullets are still flying.
• A living player must be close by.
• Last men standing and wounded soldiers are more likely to give up.
• At most one surrender per squad, a cooldown across the area, and a cap on unrestrained prisoners nearby.
• A surrendering soldier drops his weapons and grenades, shouts, and stays where he is until you restrain him with ACE Captives.
• Prisoners left alone with no player nearby are eventually removed.
• Killing a prisoner has consequences.
--- QUESTION IN THE FIELD ---
Ask a restrained prisoner what he knows. If he talks, nearby enemy squads are marked on your map for a few minutes, and he may give away some intel about your current objective.
If he refuses, you can question him again, this time with a gun on him. Hold your sights on him and he's more likely to talk. But a prisoner who still refuses under threat hardens, and will give up less at the bunker.
No torture. Threatening only.
--- THE INTEL BUNKER ---
Bring prisoners back to an intel bunker for proper interrogation.
• Build it at a command post for 250 supplies, or place it as Game Master.
• Inside, an intel officer is waiting. Sit your prisoners down (a chair plus a bench for up to four), and the officer takes over.
• Leave and shut the door. It locks while the interrogation runs, and you'll hear it going on inside.
• Reports come in over time, one prisoner after another.
What a prisoner knows depends on his rank:
• Privates rarely know anything worth the trip.
• NCOs and squad leaders often have useful intel.
• Officers are the real prize. They can give up multiple intel rolls or reveal the whole objective.
Interrogations can also pay out supplies, and bringing a prisoner in alive earns local support.
--- REQUIREMENTS ---
• COE2
• ACE Captives (and ACE Core)
• CPO Frontline
• CPO Objective Intel
Feedback and bug reports welcome!
License
Arma Public License (APL)