Insurgent and Taliban commander informants
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dbzao
- Retired PR Developer
- Posts: 9381
- Joined: 2006-06-08 19:13
Re: [Gameplay] Insurgent and Taliban commander informants
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
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rangedReCon
- Posts: 880
- Joined: 2007-05-28 04:14
Re: [Gameplay] Insurgent and Taliban commander informants
Badass.
[img][IMG]http://i188.photobucket.com/albums/z120/rangedReCon/12303-willbomb.gif[/img][/IMG]
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job86
- Posts: 48
- Joined: 2008-08-30 13:02
Re: [Gameplay] Insurgent and Taliban commander informants
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.
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.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: [Gameplay] Insurgent and Taliban commander informants
since he can setup FBs he'll probably go somewhere useful, set it up, then sit in it rather than return homeI 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.
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driver-ch-driver
- Posts: 820
- Joined: 2008-06-15 17:00
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StuTika
- Posts: 255
- Joined: 2008-11-30 16:36
Re: [Gameplay] Insurgent and Taliban commander informants
[R-DEV]dbzao wrote:Vehicles trigger the report as well, not needing 6 players in them to do it.
Awesome!
But I still think 6 players is too many.
Stu.
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Expendable Grunt
- Posts: 4730
- Joined: 2007-03-09 01:54
Re: [Gameplay] Insurgent and Taliban commander informants
4's as low as I would go.StuTika wrote:Awesome!
But I still think 6 players is too many.
Stu.
M.

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
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Ca6e
- Posts: 231
- Joined: 2008-12-08 12:40
Re: [Gameplay] Insurgent and Taliban commander informants
uuu nice, the real imaginary civilians, hehe like in RL. perfect job
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StuTika
- Posts: 255
- Joined: 2008-11-30 16:36
Re: [Gameplay] Insurgent and Taliban commander informants
Expendable Grunt wrote:4's as low as I would go.
M.
4 would be fine with me
I forgot that the radius will be 100 - 200 m, I had it stuck in my head that it would be much smaller.
Stu.
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arjan
- Posts: 1865
- Joined: 2007-04-21 12:32
Re: [Gameplay] Insurgent and Taliban commander informants
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?
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?
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: [Gameplay] Insurgent and Taliban commander informants
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 )
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arjan
- Posts: 1865
- Joined: 2007-04-21 12:32
Re: [Gameplay] Insurgent and Taliban commander informants
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
- 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
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
- 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.
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MrScruff
- Posts: 73
- Joined: 2009-03-24 18:40
Re: [Gameplay] Insurgent and Taliban commander informants
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 
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arjan
- Posts: 1865
- Joined: 2007-04-21 12:32
Re: [Gameplay] Insurgent and Taliban commander informants
well you always have those snipers and marksmen on insurgent maps 
now they could actualy be more usefull
who says killing a commander is 2000 points worth?
but yeah, after all its upto the dev's
now they could actualy be more usefull
who says killing a commander is 2000 points worth?
but yeah, after all its upto the dev's
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tommytgun
- Posts: 199
- Joined: 2008-12-17 22:19
Re: [Gameplay] Insurgent and Taliban commander informants
sweet. cant wait to try it out
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Leeu
- Posts: 89
- Joined: 2007-02-13 16:02
Re: [Gameplay] Insurgent and Taliban commander informants
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?
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?
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Re: [Gameplay] Insurgent and Taliban commander informants
^Definition of oxymoron in the dictionary...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?

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PanzerGhost
- Posts: 2
- Joined: 2009-08-19 03:21
Re: [Gameplay] Insurgent and Taliban commander informants
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.
"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.
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Redamare
- Posts: 1897
- Joined: 2007-10-30 21:09
Re: [Gameplay] Insurgent and Taliban commander informants
i likey the idea 


