Insurgent and Taliban commander informants

NyteMyre
Posts: 2394
Joined: 2008-08-31 10:10

Re: [Gameplay] Insurgent and Taliban commander informants

Post by NyteMyre »

'[R-DEV wrote:dbzao;1093149']The moment six or more enemy troops pass around that location, a contact report will be sent just for the commander relaying where the enemy was last seen.
And another reason why we should have squads with just 5 soldiers in it.
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Gameplay] Insurgent and Taliban commander informants

Post by McBumLuv »

Actually, I'm confused on one point.
'[R-DEV wrote:dbzao;1093149']The Insurgent and Taliban commander is already able to place up to seven waypoints on his map, positions he thinks are important for his team. The moment six or more enemy troops pass around that location, a contact report will be sent just for the commander relaying where the enemy was last seen.
How does this work? Do you need at least 6 troops within x meters from the waypoint? If so, what can we expect in radius in that regard?
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Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Gameplay] Insurgent and Taliban commander informants

Post by Outlawz7 »

Darkpowder wrote: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.
Two issues: Taliban do not have a civilian class on their maps and no one plays civilians because they get shot on all the time.
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oxYris
Posts: 44
Joined: 2008-03-30 10:42

Re: [Gameplay] Insurgent and Taliban commander informants

Post by oxYris »

McLuv wrote:Actually, I'm confused on one point.



How does this work? Do you need at least 6 troops within x meters from the waypoint? If so, what can we expect in radius in that regard?
[R-DEV]dbzao wrote: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).
:d

on topic: i like the idea, but i guess the specific numbers (radius, number of ppl, delay,...) will have to be tested though.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Gameplay] Insurgent and Taliban commander informants

Post by Rudd »

Anyway Dark, an INS advantage always should have been that there are unknown enemies throughout the civi population, these are represented independantly by the collaborator class and teh commander marker.
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McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Gameplay] Insurgent and Taliban commander informants

Post by McBumLuv »

oxYris wrote: :d

on topic: i like the idea, but i guess the specific numbers (radius, number of ppl, delay,...) will have to be tested though.
Hmmm, thanks, I thought I had searched the thread enough :P
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mp5punk
Posts: 1219
Joined: 2008-07-03 22:18

Re: [Gameplay] Insurgent and Taliban commander informants

Post by mp5punk »

sounds good to me!
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bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: [Gameplay] Insurgent and Taliban commander informants

Post by bloodthirsty_viking »

i like this, it is givin me seal of approval...

not that anyone wants it...=P (aka, the seal of approval are cookies i made today)
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Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

Re: [Gameplay] Insurgent and Taliban commander informants

Post by Gosu-Rizzle »

Hmm, sounds interesting. Looking forward to seing how this plays out.
Keep up the good work guys!
martin jurewicz
Posts: 14
Joined: 2008-11-09 20:11

Re: [Gameplay] Insurgent and Taliban commander informants

Post by martin jurewicz »

i hope this actually makes people want to be the commander. every time i used to play there were never any commanders. and i never got to see a artillery thing.
TeaTime
Posts: 17
Joined: 2008-09-03 08:15

Re: [Gameplay] Insurgent and Taliban commander informants

Post by TeaTime »

martin jurewicz wrote:i hope this actually makes people want to be the commander. every time i used to play there were never any commanders. and i never got to see a artillery thing.
haven't seen insurgent mortar impacts at all.
good idea, but i don't think that it will increase the amount of players who will play commander.
RedAlertSF
Posts: 877
Joined: 2008-10-07 14:21

Re: [Gameplay] Insurgent and Taliban commander informants

Post by RedAlertSF »

Awesome!
hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Re: [Gameplay] Insurgent and Taliban commander informants

Post by hx.bjoffe »

A very creative addition.
I don't think people will storm after the CO position merely because of this, but more action in the booth is a good thing.
Keep it up!
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Re: [Gameplay] Insurgent and Taliban commander informants

Post by Expendable Grunt »

You know, to be honest the main reason I don't command regularly is because some squads get *ticked* that I do. I don't exactly have the most masculine voice, so I sound like some kid or something, I think.

M.
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Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Gameplay] Insurgent and Taliban commander informants

Post by Rudd »

your voice is fine Cheo, btw my xfire is down for some reason, I didn't just leave :P
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cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: [Gameplay] Insurgent and Taliban commander informants

Post by cyberzomby »

WAUW! That is an excellent update!
andy1123
Posts: 33
Joined: 2009-04-07 12:26

Re: [Gameplay] Insurgent and Taliban commander informants

Post by andy1123 »

simple yet brilliant
AirborneForever
Posts: 66
Joined: 2009-05-17 19:00

Re: [Gameplay] Insurgent and Taliban commander informants

Post by AirborneForever »

This will make Operation Archer even more fun!
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