Vehicle Cache

Suggestions from our community members for PR:BF2. Read the stickies before posting.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Vehicle Cache

Post by badmojo420 »

A pictures worth a thousand words...
Image

Basic idea is to change a couple cache locations on existing maps, to a civie truck with ammo in the back. The reason i picked the truck as example is because it was so easy to throw a cache in the back. Really any civilian vehicle could be used for this.

The cache vehicle would be only drivable by an insurgent with an officer kit. To avoid idiots driving it to the coalition base or whatever.

I'm not exactly sure how the marker will work when the cache is mobile. Perhaps there could be a delay in the time the marker is updated. So if the cache goes speeding off, the coalition don't see a red square moving around the map. But after a minute or so they would get an updated marker of the current location.

This would be a realistic change to the insurgency game mode. I'm sure we've all seen video where insurgents are driving around with a truck full of guns and ammo. It will also give the insurgents the chance to retreat when they think they are in risk of losing the cache. And it can provide a source of ammo for mine/ied ambushes, but then leave the area after the ambush is setup.

Comments? Thoughts? Opinions?
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Vehicle Cache

Post by Psyko »

i had thought about this a few times but never really stopped to figure out the gamplay dynamics of a cache-car. but you seem to have done some brainstorming on it. a cache car would need to have a reason to supply insurgents with ammo, weapons and perhapse even health so that it would be used in the front lines and not just hidden somwhere down the back of the map, like on korengal.Also i think it would work for taliban but not sure if it would work for insurgents. one reason could be that taliban could select weapons using their comm rose but insurgents pick the kits up where they lie. and loose kits wouldnt stick to the truck properly.

it would work on a map with a gunship, but the main problem is the lack of overhead cover for insurgents and taliban. korengal is ok for that because of the emmence amount of trees. but karbala only has things like warehouses, archway buildings and a gas station, so a bird could fly round the map and locate it within a minute or so. The only way i think this would work is if its a random mix. by which i mean, having both normal fixed weapons caches, and sometimes a cache car. with the same diamonds and same rules applied. if its moved then the diamond would move also and the Blufor would use that information to guess if its a car or not. good gameplay with that. i can imagine the whole insurgent fighting tooth and nail to maintain the vehicle so they could get quick health supplies and ammo to desperitly hold whatever position they have chosen.

In addition to that you could have normal ammo vehicles that players can drive around freely that respawn on a 20 minute timer that look exactly like a cache vehicle. my only issue i have is that i dont like the idea of a white truck. the current PR insurgent vehicles dont give a "modern day warfare" feel to it. i would like to see black or white sadans with openable trucks and doors that can be "deployed"

nice pic :)
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Vehicle Cache

Post by badmojo420 »

About the kits spawning, yeah i don't know what can happen with that. Maybe just let them spawn on the ground under the vehicle, if possible.

I don't like the idea of it healing them. Or having other non-cache cars that dispense ammo. The reason being is that if a car has ammo, that's basically a cache. I like the system we have now, the ONLY source of ammo is the caches. It makes it rewarding to watch an insurgents actions rather than just kill him. Besides, where are you going to reload cars with droppable ammo as an insurgent, they have no vehicle depot.

Of course I wanted the cache vehicles to spawn randomly, if there were 100 possible cache locations, replace 10. So you might even go a round without having one. They could replace caches that are well hidden but still suitable for the vehicle. Replacing every cache with vehicles would be a disaster. :)

Image
Something like that might blend in with the other parked cars. And wouldn't be as easily identified by passing aircraft.
Meza82
Posts: 279
Joined: 2009-06-13 21:26

Re: Vehicle Cache

Post by Meza82 »

great idea man. i think a ratio of fixed caches per vehicle should be like 1:5 or so.

but, should the vehicle cache be a mobile spawn point then? is it impossible to have kits "stick" to the vehicle? if so then just make the normal kits (2 RPGs, Al Quds, pkm, etc) selectable as if the insurgents were the Taliban. it would simulate that the kits "stick" to the vehicle cache.

good post
Violence is power
In .308 we trust
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Vehicle Cache

Post by Solid Knight »

Meza82 wrote:great idea man. i think a ratio of fixed caches per vehicle should be like 1:5 or so.

but, should the vehicle cache be a mobile spawn point then? is it impossible to have kits "stick" to the vehicle? if so then just make the normal kits (2 RPGs, Al Quds, pkm, etc) selectable as if the insurgents were the Taliban. it would simulate that the kits "stick" to the vehicle cache.

good post
Easily handled. Have the vehicle drop kits via weapon selection then have the kits as "magazines" and have the magazine reload time be 600 or more seconds (10 minutes).
ShootToKill235-[GS]
Posts: 50
Joined: 2009-01-28 17:32

Re: Vehicle Cache

Post by ShootToKill235-[GS] »

First of all let me say thats a brilliant idea...would give insurgents more of a chance...

Secondly instead of it being a cache...which would call for and even harder battle for the Bluefor faction...let it only be a rearm and supply type of thing that you can spawn on..possibly have kits too.

Ps...im looking into modding...how were u able to make that?
Image
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Vehicle Cache

Post by Psyko »

badmojo420 wrote:Replacing every cache with vehicles would be a disaster. :)
i didnt suggest that. theres only two aspects of this that i find appealing. is that i can take my squad, take a vehicle and have it as a roving assault zone. we park the car spray and pray and when we are pleased with the damage inflicted we take our car and move along to a safe rearming zone. where we reload out PKM and RPGs.

secondly, im tired of relying on civilians. im the boss and the civilians are fired! i dont use them in the squad most of the time because they are a hinerance. too many cons outweigh the pros. i want a more reliable method of medical attention.

i know your not suggesting a medical aspect, but i am.
Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: Vehicle Cache

Post by Wilkinson »

Personally it could be a beneficial idea for insurgents. I am not sure if insurgents actually got supply drops and such but if they did this would definetly work. That or we could just add a supply drop to each truck like humvees have.

Maybe destroying these trucks are 5 Ticket loss. Basically half a cache?
The cache vehicle would be only drivable by an insurgent with an officer kit. To avoid idiots driving it to the coalition base or whatever.
Only thing I think we could add to this.

Maybe Officer as well as a Civilian could drive.
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Vehicle Cache

Post by R.J.Travis »

Well the real problems with this idea is that 1. the insurgents could just park it in a dead zone in there main base 2. There is always going to be there 1 goof ball that drives it into coalition air space to get it obliterated and theres also the problem of it being moved into a spot where the only way of killing it threw the insurgents way long ally way with only one way in defense with a fob next to it is to arty the thing.

but If they could work out something like a none move-able car/truck cache would be cool and could throw off the coalition as they may not check the car/truck for the cache and walk right by it.
Twisted Helix: Yep you were the one tester that was of ultimate value.
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Vehicle Cache

Post by Solid Knight »

Well, I can see people flipping the cache, driving it into water, driving it over mines, driving it over grenade traps, taking it for transportation, ramming walls, hitting glitched walls that cause instant death, and other such dickory.
Last edited by Solid Knight on 2009-07-14 03:49, edited 1 time in total.
steve_06-07
Posts: 916
Joined: 2008-04-27 23:36

Re: Vehicle Cache

Post by steve_06-07 »

Solid Knight wrote:Well, I can see people flipping the cache, driving it into water, driving it over mines, driving it over grenade traps, taking it for transportation, ramming walls, hitting glitched walls that cause instant death, and other such dickory.
People are hardcoded. Don't let a few noobs ruin a great idea for the rest of us. I think making it worth half the points a regular cache is a good idea, and only have a few of them.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic21893_1.gif[/img]
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Vehicle Cache

Post by Solid Knight »

Well, dickory can be dealt with, it's the accidental cache kill because somebody carelessly drove over your marked mine with the cache that I'm worrried about.
TY2D2
Posts: 433
Joined: 2007-06-07 05:21

Re: Vehicle Cache

Post by TY2D2 »

Great idea.

I think you should stick to jsu trucks though. As it is now not all vehicles are destroyed by BLUFOR on sight, if there is a possiblity of caches being in ANY car or truck, the BLUFOR is going to annihilate everything that runs on gasoline. Cars can't hold as much equipment as trucks can IRL anyways, it makes more sense for them to be easily accessed from the truck bed.

Being a cache makes it much more important so it would be hard to decide what kind of transportation it would be capable of, really there is plenty of room for 6 people on the truck even with the weapons in the back, if they sit around it. This allows the traveling Insurgents to move a force along with it, instead of just 2-3 guys, a whole squad is equiped and ready to defend. But on the other hand people might use it too much for transport. Personally I think the PR playerbase is mature enough to realize its importance and they will drive it more cautiously. The tards that come along every once in awhile are just what we have to deal with, it happens on every map, and we haven't stopped playing because of it. Malicious behaviour can be dealt with my the admins.

As for how the caches deploy weapons, they most likely won't be able to spawn them like they do now. The insurgents would need to have their own kit limiting system tied to caches, or in some clever way have the weapons tied to the cache-car's magazine. Though the devs would really have to code it tight so there is no possiblity of endless RPGs or something. I wouldn't mind them not having a weapon at all honestly though. Mobile ammo with transportation is a great asset and being counted as a defense objective will get it defended with much more effort. A mobile spawnpoint would be awesome to be put back in, I always loved it. Always thought it simulated the insurgents control of the city way better. Allows insurgents to react better, so they can stand a better fighting chance against mechanized brit/us infantry.

Hoep something like this gets implemented, and not nerfed by the devs, they seem to have a nack for making PR more and more walk oriented than battle oriented.
Image
First Strike Developer
ASF Clan Leader
Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: Vehicle Cache

Post by Solid Knight »

One issue though, how will coalition forces know where to look? It's mobile so they could just hide in in their main and leave it there for the rest of the round and coalition forces would be stuck fighting over one remaining cache. Then if another vehicle cache spawns, they could hide it in main again and now coalition forces will never find any caches.
TY2D2
Posts: 433
Joined: 2007-06-07 05:21

Re: Vehicle Cache

Post by TY2D2 »

Yea that could become an issue, or maybe a system could be worked out.

What I think would work is sorta like how cellphone providers can track you from their transmitters. The radius markers right now are generated realtime by where the caches are, maybe they can be updated in real time based on where the truck is moving. A new marker is placed when the truck moves out of range. This makes it much more vulnerable when it moves because, one it's moving, which makes it 1000 times easier to spot. And two, BLUFOR will know almost exactly where to look based on how long the truck is travelling by watching markers update. So long distance driving would be near suicide once the cache is located by intel.
Image
First Strike Developer
ASF Clan Leader
steve_06-07
Posts: 916
Joined: 2008-04-27 23:36

Re: Vehicle Cache

Post by steve_06-07 »

Just make it like it is now, there's extra caches on maps anyway. Just because a vehicle is left out of BLUFOR reach, doesn't mean they lose the round.
[img]http://www.realitymod.com/forum/uploads/signatures/sigpic21893_1.gif[/img]
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: Vehicle Cache

Post by RHYS4190 »

Well i like the idea of being able to get resupplied from a technical. It difficult to place mine fields when your only allowed to carry one mine at a time.
I usually have to use a bike to make runs two and from the cache but this does not work too well.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Vehicle Cache

Post by badmojo420 »

I'm not sure if it would be such a big problem on most maps. The vehicle would be marked, if the marker is around the mosque on al basrah and you've searched around it. You're going to find some way of blowing up the cache vehicle inside the mosque. Arty strikes, HAT from the hotel, a rope onto walls/roofs.

And on the insurgents side, your giving the coalition reason to attack a safe haven, that you now have to defend. And you risk some noob joining and taking the vehicle for transport. It's right in the main, so why not?

But, it would be exploited. In cases like fallujah where the coalition can't get near some parts of their main. I really can't think of any way to easily fix this issue. Would it be possible to give the vehicle the same punishment as the coalition? Making the cache vehicle explode if the driver stayed in the area too long.
helicopter.
Posts: 19
Joined: 2009-02-23 05:06

Re: Vehicle Cache

Post by helicopter. »

What's stopping a insurgent from continually driving the truck in circles around the map? That would make the truck incredibly hard to stop as they can move fairly quickly, especially on a map like Ramiel where it could easily escape Strykers.
RHYS4190
Posts: 959
Joined: 2007-08-30 10:27

Re: Vehicle Cache

Post by RHYS4190 »

then don't make them a cache.
Post Reply

Return to “PR:BF2 Suggestions”