Insurgent and Taliban commander informants

dbzao
Retired PR Developer
Posts: 9381
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by dbzao »

Vehicles trigger the report as well, not needing 6 players in them to do it.

"There's always one more bug." - Lubarsky's Law of Cybernetic Entomology
rangedReCon
Posts: 880
Joined: 2007-05-28 04:14

Re: [Gameplay] Insurgent and Taliban commander informants

Post by rangedReCon »

Badass.
[img][IMG]http://i188.photobucket.com/albums/z120/rangedReCon/12303-willbomb.gif[/img][/IMG]
job86
Posts: 48
Joined: 2008-08-30 13:02

Re: [Gameplay] Insurgent and Taliban commander informants

Post by job86 »

Yup very nice idea that reflects the differences between the high-tech blufor intel gathering and the low-tech insurgent intel gathering. I only hope that the UAV-cam get a little more blur so that we don't have an entire patch characterized by "uber godlike eyes on overwatch in the sky". I'd rather have it blurred too much in the beginning and from there reduce it gradually.

I guess the option to operate from hideouts is good aswell allthough i can't come up with a siuation where I'd leave the main asa CO.
Rudd
Retired PR Developer
Posts: 21225
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Re: [Gameplay] Insurgent and Taliban commander informants

Post by Rudd »

I guess the option to operate from hideouts is good aswell allthough i can't come up with a siuation where I'd leave the main asa CO.
since he can setup FBs he'll probably go somewhere useful, set it up, then sit in it rather than return home
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driver-ch-driver
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Joined: 2008-06-15 17:00

Re: [Gameplay] Insurgent and Taliban commander informants

Post by driver-ch-driver »

sounds good, nice work :) :mrgreen:

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StuTika
Posts: 255
Joined: 2008-11-30 16:36

Re: [Gameplay] Insurgent and Taliban commander informants

Post by StuTika »

[R-DEV]dbzao wrote:Vehicles trigger the report as well, not needing 6 players in them to do it.

Awesome! :D

But I still think 6 players is too many.

Stu.
Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Re: [Gameplay] Insurgent and Taliban commander informants

Post by Expendable Grunt »

StuTika wrote:Awesome! :D

But I still think 6 players is too many.

Stu.
4's as low as I would go.

M.
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Ca6e
Posts: 231
Joined: 2008-12-08 12:40

Re: [Gameplay] Insurgent and Taliban commander informants

Post by Ca6e »

uuu nice, the real imaginary civilians, hehe like in RL. perfect job
StuTika
Posts: 255
Joined: 2008-11-30 16:36

Re: [Gameplay] Insurgent and Taliban commander informants

Post by StuTika »

Expendable Grunt wrote:4's as low as I would go.

M.

4 would be fine with me :smile: .

I forgot that the radius will be 100 - 200 m, I had it stuck in my head that it would be much smaller.

Stu.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Gameplay] Insurgent and Taliban commander informants

Post by arjan »

is it possible to make the commander a secondary objective for the coalition forces,
like in real life its important to arrest/kill commanders or terrorist leaders?

maybe some kind of bonus for killing a insurgent/taliban commander?
like, more tickets for coalition or cache position directly revealed or same ticket loss as a cache?

like you could have a few insurgents protecting the commander if he wants to settup somewhere else?
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: [Gameplay] Insurgent and Taliban commander informants

Post by gazzthompson »

could be good ^^^^ what about a separate intel symbol is generated on him as he moves (updates every 3 mins say, and is not very accurate.) but when in a outpost , no intel is generated (otherwise he could never access his command screen without getting pwned )
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Gameplay] Insurgent and Taliban commander informants

Post by arjan »

Think it could be like this, up to the dev's though if they like it;

Step 1 Need x amount of intel points

Step 2 Insurgent/taliban commanders gets his position revealed within 150 meters

Step 3 A icon, both on the insurgent and Coalition will appear with some kind of star indicating a insurgent/taliban commander has been spotted

Step 4 Now the coalition will start doing searches within the area

step 5 The commanders hideout will have that ''waypoint'' too (that was in the first page of this thread), indicating if theirs troops with x meters.

step 6Commanders has a chance to escape, but the marker will keep following him like gazz said every few minutes, unless the Coalition kills x amount of civilians, meaning intel gets lowered, the commander get his stealthyness back :razz:

- Gameplay would most likely switch over from cache hunting to commander assasinating/arresting once he has been found or something like that, gameplay would just switch back over to cache hunting, until coalition gets another x amount of intel to go find the commander again.

- bonus for arresting or killing a commander;

killing;

+10 more tickets for coalition
-10 less tickets for OPFOR


Arresting;

+20 more tickets for coalition
-10 less tickets for OPFOR
2 caches revealed
Last edited by arjan on 2009-08-07 10:08, edited 5 times in total.
MrScruff
Posts: 73
Joined: 2009-03-24 18:40

Re: [Gameplay] Insurgent and Taliban commander informants

Post by MrScruff »

Lol. This will get people to make a 'Commander Assassination' squad comprising of snipers and marksmen. A 1337 squad of sneaky hardheads hiding in the tall grass watching and waiting for the perfect shot which results in 2000 points for one single kill :)
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: [Gameplay] Insurgent and Taliban commander informants

Post by arjan »

well you always have those snipers and marksmen on insurgent maps ;)
now they could actualy be more usefull :razz:

who says killing a commander is 2000 points worth?
but yeah, after all its upto the dev's
tommytgun
Posts: 199
Joined: 2008-12-17 22:19

Re: [Gameplay] Insurgent and Taliban commander informants

Post by tommytgun »

sweet. cant wait to try it out
Leeu
Posts: 89
Joined: 2007-02-13 16:02

Re: [Gameplay] Insurgent and Taliban commander informants

Post by Leeu »

Amazing.

Any word on fixing broken Insurgency or is 0.87 gonna include new INS kits with reduced accuracy and damage (around another 30% would be just right), perhaps make the caches all spawn around US base instead of just one after another in the same 100m radius?
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: [Gameplay] Insurgent and Taliban commander informants

Post by Outlawz7 »

Leeu wrote: Any word on fixing broken Insurgency or is 0.87 gonna include new INS kits with reduced accuracy and damage (around another 30% would be just right), perhaps make the caches all spawn around US base instead of just one after another in the same 100m radius?
^Definition of oxymoron in the dictionary... :fryingpan
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PanzerGhost
Posts: 2
Joined: 2009-08-19 03:21

Re: [Gameplay] Insurgent and Taliban commander informants

Post by PanzerGhost »

Someone over at totalbattlefield.com made a pretty decent suggestion.

"what about the commander on the insurgent side? cant they have like random fixed camera positions, like surveillance cameras? atleast its a way to counter this new UAV."


Its actually kind of a cool idea if possible, give the commander for insurgents multiple camera views to cycle through. Instead of just an overtop view; only have camera positions at the top corners of buildings. Then have the insurgent uav trailer actually look like a shabby surveillance office room with tvs chairs etc. but bundled as one object, that spawns randomly like weapon cashes in houses, when destroyed no commander view.

A better idea that comes to mind are surveillance vans that only the Commander can go into. These vans are stationary and can't be driven and are randomely dispersed around the level. Each van has a TV view, like in the choppers, but the camera's position is placed a block away near a building. Now make sure to build a couple variations of non drivable surveillance vans, of various sizes and colors. Ones that are actual surveillance vans and ones that are duds, this will confuse the USMC team. And the USMC wont be able to differentiate between the different vans when they try to blow one up, and some vans could actually have an IED when USMC shoot at it, only to be killed. Some vans could also be civilian or humanitarian; punishing the USMC for blowing up the wrong van.
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: [Gameplay] Insurgent and Taliban commander informants

Post by Redamare »

i likey the idea :D
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