Insurgent and Taliban commander informants

Rudd
Retired PR Developer
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Rudd »

I dunno, in the relevant insurgency maps, its a whole city, so there would be hundreds of civilians, setting a low number on actual non-combatants that are in teh combat might not be the best idea
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JDMT
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by JDMT »

[quote=""'[R-DEV"]dbzao;1093149']
Then, not feeling this was enough to encourage more players to become commanders for these factions in comparison to the conventional forces, we created this "Informants" system.
[/quote]

Great idea, I wonder where it came from...

[quote="JDMT""]I've got an idea for the INS/Taliban.

In real life, most of the civilian population is on their side, so if they see BLUFOR soldiers, they report it to the insurgents(Like in Blackhawk down). A good way to implement this into PR would be to give the Commander random intel about the enemy at random intervals.[/quote]

https://www.realitymod.com/forum/f196-p ... ost1090973
Corvas
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Corvas »

I'm impressed! Really cool! :D
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Spec
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Spec »

JDMT wrote:Great idea, I wonder where it came from...



https://www.realitymod.com/forum/f196-p ... ost1090973
Well, he said they were inspired by the thread.
Spec
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Spec »

Dr2B Rudd wrote:I dunno, in the relevant insurgency maps, its a whole city, so there would be hundreds of civilians, setting a low number on actual non-combatants that are in teh combat might not be the best idea
The civilian kit never was the most popular one anyway. We're limited to 64 players sadly, I'd also love to have lots of bots (as long as prbot isn't one of them, he scares me) as civilians, that'd still be the most realistic thing.

Edit:
DARN! I can edit! Sorry for the doublepost!
octo-crab
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by octo-crab »

scweet!
gazzthompson
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by gazzthompson »

Spec_Operator wrote:The civilian kit never was the most popular one anyway. We're limited to 64 players sadly, I'd also love to have lots of bots (as long as prbot isn't one of them, he scares me) as civilians, that'd still be the most realistic thing.
true about this civilians, personally i think my suggestion could fix that:

https://www.realitymod.com/forum/f18-pr ... tions.html

but thats a different topic.

as to the intel, amazing! id rather have this for the conventional teams than the UAV :razz: :razz: great work!
Farks
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Farks »

Sounds very cool! :D
Peeta
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Peeta »

Can you delete the waypoints that trigger contact reports?
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Panem Forever.
dbzao
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by dbzao »

JDMT wrote:Great idea, I wonder where it came from...
Since the Commander UAV update we have been thinking of ways to give the Insurgent and Taliban commanders something extra to help improve their role. From some comments in that thread this idea came up.
You want a prize or something?

Radius is between 100m and 200m, depending on map size.

You can delete and reset waypoints, but it takes 5 min to start reporting from that position once you do that (as posted in the first post).

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
Peeta
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Peeta »

[R-DEV]dbzao wrote:You want a prize or something?
kookie?
Panem Today,
Panem Tomorrow,
Panem Forever.
Conman51
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Conman51 »

Excelent! :-)
"It's not the size of the dog in the fight, it's the size of the fight in the dog."
-Mark Twain



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Threedroogs
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Threedroogs »

very nice!
Ingame name: StrkTm Pygar

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Dug
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Dug »

Nice.
I'm looking foward to 0.87 more than I did :P
Ricardo-SC
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Ricardo-SC »

Perfect, exactly as I imagined... ;)
*Sorry for my bad English.

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Neo_Mapper
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Neo_Mapper »

like it =)
Sorry for my bad english ^_^'
rangedReCon
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by rangedReCon »

Does it only work if they are on foot?
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Expendable Grunt
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Expendable Grunt »

Interesting concept. I *like* how any hideout can be used to command the battle (though I'm not sure why I'd risk myself leaving main).

The informant system is also pretty nice. It's unfortunate that you cannot spot and "prevent" the informant from revealing your carefully laid out advance, but such is life.

I look forward to commanding / needing to command more.

M.
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Gore
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Gore »

Cheers.
Darkpowder
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Darkpowder »

Expendable Grunt wrote:Interesting concept. I *like* how any hideout can be used to command the battle (though I'm not sure why I'd risk myself leaving main).

The informant system is also pretty nice. It's unfortunate that you cannot spot and "prevent" the informant from revealing your carefully laid out advance, but such is life.

I look forward to commanding / needing to command more.

M.
well done to the original thread contributors (yes you Rudd mate) for the interesting idea.

Perhaps a check can be made for a "civilian" class. There could have to also be a civilian within a certain radius of the "marker" to have the "marker" correctly trigger a report.
If the idea is implemented, the "marker" should have a physical placeable, perhaps an old-fashioned radio-set, or perhaps just a tiny tiny mobile phone lying in the dirt. :) this then has unpleasant possibilities to booby-trap that location, and look after it like an ammo cache.
- Perhaps the "markers" can't be moved once placed (i prefer this).
Of course you will have blufor saying "he was hiding between two crates he didn't -actually- see us"
and also maybe....

"enemy movement should be reported using -voice-comms- up the chain of command to the SL and then to the commander"

- Perhaps automating this "report" like intel reports is introducing an arcade-implementation to what is a highly realistic "event" i.e. reporting enemy activity.

- Commanders already have infantry markers, and other asset-markers, lets use those instead and have the markers identify perhaps blufor structures, or even rally-points.
- commanders are so rarely used on insurgency/taliban but its important to remember the main use of the commander, which is to coordinate inter-squad actions around the map and to inform them what other squads are doing.

lets not diminish the chain of command, because a lot of people talk among themselves with mumble and want insurgency to be "easier" or "more fun" If we do implement this, lets make sure it is done right.
Last edited by Darkpowder on 2009-07-25 08:15, edited 2 times in total.
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