My way of playing PR, better said "feeling" it, is like mix of ARMA realism, long range, tactics etc. with the smothness, quick, organized chaos and CQB in COD4. I believe that DEVs came really close to it with the limits of BF2 engine.
Now the point is, Insurgency is very self-intuitive gameplay, needs more focus and attention and is "hard" to play as it is. I see the non-"rpg" issue in AAS mode wich is pretty straight forward for 85% of the pubbers. The thing goes like that: Cap flags, get killed by doing it, go there again, kill some of the bad guys and so on and on, then finally cap it and lose another one and the thing just gets completely unrealistic and undesirable at some points.
Now my suggestion would get (I hope) that 50% more, leaving that 35% of really not interesting in advanced tactics.
The idea is that every flag you capture (in many cases its a complex/cave) you have to defend with minimum of 4 soldiers in radius of 30 (OR the size of the compound, so that may vary), leaving 2 guys to patrol wider area, or all 6 of them in the needed radius. That radius must contain all the neede soldiers to enable capturing the next flag. When the next flag is captured, the defending guys' flag will be locked (even tho it was temporarily uncappable before) so they can "leap" over the attacking squad OR move to the attacking squads flag and defend that when they move onto the next flag. I hope you get the point.
So for the cost of 6 soldiers, not really cost since they are doing something useful and realistic (taking the ground and securing it until confirmed its clear), but boring most of the time though, you get the "rpg" element of a squad or two simultaneously attacking from different positions , or even send an spec ops team to get INFO about the position and number of defenders and mabye wipe out some before teams move in.
Maybe to get the thing more spicy, a spawn point would be enabled somewhere in larger compounds when enemy is in certain range (cap radius maybe) for 30-60 sec (or limited amount of 6 more people), simulating the currently sleeping soldiers wich were on night shift waking up under the alert.
I am pretty sure that would enhance the actual play in something more "objective" based singleplayer style and thats what i think AAS needs.
Flag Defense
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Flag Defense

Orgies beat masturbation hands down. - Staker
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snooggums
- Posts: 1093
- Joined: 2008-01-26 06:33
Re: Flag Defense
One downside of the spawn becoming active when enemies are nearby is that it would give away the enemy being nearby (intel) if you were otherwise unaware of it before the flag changes. The other downside is it makes defense stronger when a team already needs twice the soldiers to take a flag already and I believe that is enough of a difficulty to overcome.
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Tirak
- Posts: 2022
- Joined: 2008-05-11 00:35
Re: Flag Defense
Spawn points were removed to cut down on flag spam, PR is not an RPG, it's a combined arms game, and finally:
Resuggestion,
https://www.realitymod.com/forum/f18-pr ... ation.html
Thanks for your interest, though next time, please use the Search Function as well as the Attention! Already Suggested Suggestions thread to avoid duplicate suggestions.
Regards,
[R-MOD]Tirak
Resuggestion,
https://www.realitymod.com/forum/f18-pr ... ation.html
Thanks for your interest, though next time, please use the Search Function as well as the Attention! Already Suggested Suggestions thread to avoid duplicate suggestions.
Regards,
[R-MOD]Tirak
