Insurgency: Assets based on cache destruction

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Insurgency: Assets based on cache destruction

Post by Nimise »

My idea is to make to so that different assets spawn after x amout of caches have been destroyed. With this system it would reward the teams more for defending/attacking e.g. if you really want that tank/jet you have to "earn" it.

At first they have transport vehicles only transport humvee/jeep.

After 2 caches they get light vehicles with guns 50 humvee/jeep.

After 4 caches they get transport helis. +10 tickets including ones from caches.

After 6 caches they get attack helis/apcs. +10 tickets including ones from caches.

After 7 caches they get tank/other heavy vehicles/jets. +20 tickets including ones from caches.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Insergency:Assets based on cache destruction

Post by goguapsy »

Nimise wrote:My idea is to make to so that different assets spawn after x amout of caches have been destroyed. With this system it would reward the teams more for defending/attacking e.g. if you really want that tank/jet you have to "earn" it.

At first they have transport vehicles only transport humvee/jeep.

After 2 caches they get light vehicles with guns 50 humvee/jeep.

After 4 caches they get transport helis. +10 tickets including ones from caches.

After 6 caches they get attack helis/apcs. +10 tickets including ones from caches.

After 7 caches they get tank/other heavy vehicles/jets. +20 tickets including ones from caches.
HAha sometimes we have a hard time getting the first and second cache with strykers and LBs! Talk about limiting vehicles! XD
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
snooggums
Posts: 1093
Joined: 2008-01-26 06:33

Re: Insergency:Assets based on cache destruction

Post by snooggums »

So as they get additional caches they get more valuable assets for the insurgents to kill and sap away their remaining tickets? I don't like it.
Drunkenup
Posts: 786
Joined: 2009-03-16 20:53

Re: Insergency:Assets based on cache destruction

Post by Drunkenup »

This ones iffy to be honest. I mean, it sounds like CoD4. I gotta get this many kills to unlock this. Reality really isn't about privilage, since in real life, we'll use everything to our disposal to finish up the enemy.
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Insergency:Assets based on cache destruction

Post by Nimise »

goguapsy wrote:HAha sometimes we have a hard time getting the first and second cache with strykers and LBs! Talk about limiting vehicles! XD
Thats more of a player problem.
Also if you think about it vehicles can hurt your ability to find caches. 8 people manning vehicles=8 less people searching for a cache. And apcs really cant support the inf in closed cities like the one in basra.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Insergency:Assets based on cache destruction

Post by Rudd »

I don't think gameplay would be good with the system you propose as it doesn't really make logical sense on why the assets change

I like having objectives on the map that directly affect the team's ability to destroy the enemy, either by being positions of quality of their own, e.g. by being easily defensible, or being somehow useful in a plausible supply line.

For the latter having vehicles spawn from that flag is a good gameplay aspect imo giving greater strategic choices.

Korengal showcased this concept, and I like it.

E.g.

Basrah, hold the VCP blufor get extra warrior(s), opfor get more bomb cars (i.e. no1 is checking the vehicles get it?! :D )

Karbala, I'd like to see a flag where the old US base was, if you hold it the LBs spawn, if you lose it, more bomb cars.

etc, that kind of stuff.

INS maps have mostly got a fortified position that works for this.

This also has the benefit of something to do when waiting for intel, sweeping random parts of teh map for caches sometimes works...sometimes just loses you tickets.
Image
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Insergency:Assets based on cache destruction

Post by Kain888 »

Maybe you should put this in reverse? Limiting insurgents/taliban assets due to cache lost.

For Talibans - they won't be able to request special kits so often when caches are destroyed (illustrating that less caches = less heavy weapons). This will help Blufor on Taliban maps where they often have hard times. :)

For Insurgents maybe pickup kits will spawn less often?
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Insergency:Assets based on cache destruction

Post by Nimise »

[R-CON]Rudd wrote:I don't think gameplay would be good with the system you propose as it doesn't really make logical sense on why the assets change

I like having objectives on the map that directly affect the team's ability to destroy the enemy, either by being positions of quality of their own, e.g. by being easily defensible, or being somehow useful in a plausible supply line.

For the latter having vehicles spawn from that flag is a good gameplay aspect imo giving greater strategic choices.

Korengal showcased this concept, and I like it.

E.g.

Basrah, hold the VCP blufor get extra warrior(s), opfor get more bomb cars (i.e. no1 is checking the vehicles get it?! :D )

Karbala, I'd like to see a flag where the old US base was, if you hold it the LBs spawn, if you lose it, more bomb cars.

etc, that kind of stuff.

INS maps have mostly got a fortified position that works for this.

This also has the benefit of something to do when waiting for intel, sweeping random parts of teh map for caches sometimes works...sometimes just loses you tickets.
The problem with secondary objectives is that many times there is a couple squads bleeding tickets(and manpower) for such a minor thing like a striker. With the system I am suggesting they get vehicles by completing the primary objective.


'Kain888' wrote:Maybe you should put this in reverse? Limiting insurgents/taliban assets due to cache lost.

For Talibans - they won't be able to request special kits so often when caches are destroyed (illustrating that less caches = less heavy weapons). This will help Blufor on Taliban maps where they often have hard times.

For Insurgents maybe pickup kits will spawn less often?
That would be interesting. But how would it work with insurgents....maybe pkm wont spawn after 5 caches or something.
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: Insergency:Assets based on cache destruction

Post by DeltaFart »

Actuallly I was liking the idea, since I'd say it would work good in opposite way for INsurgents, like less bomb cars spawn as the caches of explosives disappear. It seems absurd to have them with unlimited resources when their resources are theoretically being destroyed

Or is that just me?
Sprats
Posts: 867
Joined: 2009-06-10 20:06

Re: Insergency:Assets based on cache destruction

Post by Sprats »

:D i noticed americans want less stuff for insurgent, more for blufor team. sad...
DeltaFart
Posts: 2409
Joined: 2008-02-12 20:36

Re: Insergency:Assets based on cache destruction

Post by DeltaFart »

TuOuF wrote: :D i noticed americans want less stuff for insurgent, more for blufor team. sad...
Ohh :P hahaha
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Insergency:Assets based on cache destruction

Post by goguapsy »

Nimise wrote:Thats more of a player problem.
Also if you think about it vehicles can hurt your ability to find caches. 8 people manning vehicles=8 less people searching for a cache. And apcs really cant support the inf in closed cities like the one in basra.
Actually APCs are a hell of support. And I prefer 2 INF squads and 2 APCs then 3 INF squads TBH. Moar firep0wer, l3ss d34ths. Was playing today on TG (Karbala) and strykers were VITAL.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Insergency:Assets based on cache destruction

Post by boilerrat »

It seems like bluefor always lose, even though they have more kills overall.

That is because they focus on vehicles instead of hunting caches.

If the INS maps were mostly infantry and maybe 2 .50 humvees there would be more caches down, they would focus more on searching than messing with vehicles.
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Insergency:Assets based on cache destruction

Post by Nimise »

boilerrat wrote:It seems like bluefor always lose, even though they have more kills overall.

That is because they focus on vehicles instead of hunting caches.

If the INS maps were mostly infantry and maybe 2 .50 humvees there would be more caches down, they would focus more on searching than messing with vehicles.
I have to agree but that will never happen unfortunately :(
IAJTHOMAS
Posts: 1149
Joined: 2006-12-20 14:14

Re: Insergency:Assets based on cache destruction

Post by IAJTHOMAS »

So, the worse the other team is losing, the more stuff you get to kick them with when they're down? Doesn't sound like a great idea to me.
ImageImage

Image
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Insergency:Assets based on cache destruction

Post by goguapsy »

boilerrat wrote:It seems like bluefor always lose, even though they have more kills overall.

That is because they focus on vehicles instead of hunting caches.

If the INS maps were mostly infantry and maybe 2 .50 humvees there would be more caches down, they would focus more on searching than messing with vehicles.
Noo, I don't think so.

Vehicles and scopes are what makes the team win. Therefore IMO the APCs and LBs and stuff are very necessary...
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
Nimise
Posts: 189
Joined: 2009-05-13 18:14

Re: Insergency:Assets based on cache destruction

Post by Nimise »

IAJTHOMAS wrote:So, the worse the other team is losing, the more stuff you get to kick them with when they're down? Doesn't sound like a great idea to me.
It doesn't really work that way with caches e.g. the insurgent team is not any weaker after 8 caches then after only 1.
Post Reply

Return to “PR:BF2 Suggestions”