Insurgency: Cache Changes

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Dude388
Posts: 404
Joined: 2008-07-21 21:15

Insurgency: Cache Changes

Post by Dude388 »

I've always loved the Insurgency mode, they gameplay is a nice step away from your regular Frontlines battle.

However,

The one thing that's bugged me is how the caches are "destroyed". Don't get me wrong, using Incendiaries is a great way...but it shouldn't be the only way, and certainly not the best way. After all, these area are "supposedly" civilian areas and just blasting a large stockpile of explosives/ammo in the field can't be regulation.

So my suggestion is to add a more realistic form of removing a cache that takes more time than just blowing it up...but with greater rewards for success.

So picture this:

You and your squad come along a cache and cleared the immediate area of threats. After securing the perimeter you have one of your squadmates approach the cache and request a new kit called the "Disposal Kit" which can ONLY BE REQUESTED ON A CACHE. This kit will only contain 5 ammo bags and the unarmed items. This is to simulate the player removing the caches contents (I know there is more than on man can carry, but this is for balance reasons).

Upon requesting this kit the cache changes it's model to an empty cache and the map icon will chance to a green square on the map to show it's being removed. A message is displayed for both teams saying

Collation:

We have secured a cache and are proceeding with removal and disposal

Insurgents:

The infidels are attempting to remove one of our weapon caches! Do not let them!

Now the player with this kit must now return to the main base and drop the kit in a specified area which every 15 seconds checks for this kit and if there is one in the area it "destroys" it (to simulate the detonation of the weapons). This player can ride in any vehicle he/she can enter without a specialized kit to return to the base faster.

If they succeed in returning and destroying the cache the team will receive 25 tickets and the squad will have 15 seconds removed from the respawn time. For gameplay reasons, you can still destroy a cache with an incendiary...but it will only yield 5 tickets and a 3 second re-ducal in spawn time.

Now this Insurgents will have a chance to "save" the cache by killing the kit holder and taking it back to the empty cache. If they drop it with 5m of the empty cache it will disappear and be re-added to the cache to make it a regular cache...but the Collation will now know where it is and it must now be better defended.

If the kit is lost in transit to/from the cache it will automatically return to the cache and return it to a regular status cache.

This is an on-going idea and WILL be subject to chance. Please post you opinions and suggestion as they are welcome
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Shaihuluid
Posts: 529
Joined: 2009-08-04 03:10

Re: Insurgency: Cache Changes

Post by Shaihuluid »

It's a really cool idea, but is kind of wasted if riflemen can just remove the cache by conventional means. Those caches are quite often suicide runs if you want to beat off the hordes, so I don't think this would end up being used often...
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: Insurgency: Cache Changes

Post by Acemantura »

I Like this Idea.

But instead of a reduction in tickets for incendiaries, how about we keep the same reward as it is now. And for winning the hearts and minds of the populous, by not destroying their homes and livelihood, we double the amount of tickets earned.

Now that's an incentive to do it right and to get a team acting as if it were an actual team.
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: Insurgency: Cache Changes

Post by myles »

Destroying cache now is pretty hard and you want us to take a cache to a disposal area. thats too hard to take it back sometimes main can be across the whole map and that would be pain in the *** to try get it all the way back to main without dying on some dodgy roads. The explosion of the weapons cache in PR is only small and it wont be a huge threat to civillians as its exploision radius is of a normal PR size room.

YouTube - Coalition Forces Uncover and Destroy a Cache of Weapons this is the only way a wepons cache should be dispoesd of LOL
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Insurgency: Cache Changes

Post by rushn »

How about instead of getting that kit a team has to secure it or capture it sort of like *** and the destroying part well you have to imagine that?

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Imagination at work careful try not to scare it away :mrgreen:
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: Insurgency: Cache Changes

Post by Acemantura »

rushn wrote:How about instead of getting that kit a team has to secure it or capture it sort of like *** and the destroying part well you have to imagine that?

IMG
Imagination at work careful try not to scare it away :mrgreen:
Rushn that was awful, people who play this game are imagining something too. The product of their imagination varies, but you're still awful.

Now submit something useful or just go away.
Feriluce
Posts: 334
Joined: 2009-03-12 18:35

Re: Insurgency: Cache Changes

Post by Feriluce »

acemantura wrote:I Like this Idea.

But instead of a reduction in tickets for incendiaries, how about we keep the same reward as it is now. And for winning the hearts and minds of the populous, by not destroying their homes and livelihood, we double the amount of tickets earned.

Now that's an incentive to do it right and to get a team acting as if it were an actual team.
I think it should be the same amount of tickets, no matter what method is used. However, I think it should give some other benefit if you take the time to take the cache back to base. Maybe you would get extra assets to simulate the US using/selling the stuff they found?
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: Insurgency: Cache Changes

Post by Acemantura »

The United States Defense/War Budget shadows Europe's Combined Defense Budgets. It is even cheaper for the US to leave behind millions of weapons and equipment then to ship it back home. I dont think the US is short of money, but it is short of people who are ideologically motivated to fight for a lost cause.

Doing something Honorable would at the very least reinforce the minds of the BLUFOR in the area, and in this gaming case it would be to not destroy a section of neighborhood and reinforcing the reserve of tickets.
Pariel
Posts: 1584
Joined: 2008-01-29 23:41

Re: Insurgency: Cache Changes

Post by Pariel »

I don't see how the cache really fits that objective. Realistically, yes, the weapons would probably be crated off to be destroyed, but implementing that in PR means BLUFOR is going to have to play hot potato with one kit, or will just jump in a vehicle and drive off with it.

Basically, what I'm saying is that I don't see how it adds to game play, it simply complicates the already difficult BLUFOR job.
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: Insurgency: Cache Changes

Post by Acemantura »

I think it requires mumble and teamwork and what Project Reality was meant to do, force upon players Teamwork or Defeat.

However, This reminds me of the extraction gamemode from a while back, where one kit is the VIP and BLUFOR has to get him back to base, and then you win.

I think we should discuss why that failed.
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Insurgency: Cache Changes

Post by badmojo420 »

Not sure i like the idea all that much, but something needs to done to encourage teamwork in taking down caches.

Perhaps instead of giving them extra tickets for properly disposing of the cache, they get an intel bonus towards the next cache. Simulating the discovery of documents or something in the cache.
ryan d ale
Posts: 1632
Joined: 2007-02-02 15:04

Re: Insurgency: Cache Changes

Post by ryan d ale »

I think it is an interesting idea.

It would almost be like a CTF mode but you return the cache contents to the main base. If the carrier gets shot then someone needs to pickup the kit I guess?

It's very interesting but I'm not saying I think it would be good if implemented.
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SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: Insurgency: Cache Changes

Post by SnipeHunt »

Make a gathering place for all the caches. Then if the BLUFOR wins they get to watch the caches get blown up!
tim8002
Posts: 102
Joined: 2009-09-01 19:45

Re: Insurgency: Cache Changes

Post by tim8002 »

Cool idea, except I think if on the way back to the base if the bomb disposal guy gets killed, he should blow up like a cache...... then you get the same tickets as if you blew up the cache the conventional way
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mati140
Posts: 123
Joined: 2009-06-01 14:35

Re: Insurgency: Cache Changes

Post by mati140 »

myles wrote:Destroying cache now is pretty hard and you want us to take a cache to a disposal area. thats too hard to take it back sometimes main can be across the whole map and that would be pain in the *** to try get it all the way back to main without dying on some dodgy roads. The explosion of the weapons cache in PR is only small and it wont be a huge threat to civillians as its exploision radius is of a normal PR size room.

If the cache is too far away, than they will just blow it up.
tim8002 wrote:Cool idea, except I think if on the way back to the base if the bomb disposal guy gets killed, he should blow up like a cache...... then you get the same tickets as if you blew up the cache the conventional way

Good idea.
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myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: Insurgency: Cache Changes

Post by myles »

mati140 wrote:If the cache is too far away, than they will just blow it up.

But the suggestion says there not able to and says you must dispose it so they cant just blow it up
Check out my Project Reaity gamplay here http://www.youtube.com/user/Projectreality1

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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Insurgency: Cache Changes

Post by killonsight95 »

tim8002 wrote:Cool idea, except I think if on the way back to the base if the bomb disposal guy gets killed, he should blow up like a cache...... then you get the same tickets as if you blew up the cache the conventional way
they might just find a way to get killed or commit suicide to get tickets
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Startrekern
Posts: 847
Joined: 2008-08-31 21:11

Re: Insurgency: Cache Changes

Post by Startrekern »

acemantura wrote:I dont think the US is short of money

Ahahahah.. hah.. hahah.. Ahah.. hah.. heh.. :(


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Spearhead
Retired PR Developer
Posts: 1785
Joined: 2007-06-01 00:53

Re: Insurgency: Cache Changes

Post by Spearhead »

The idea in interesting but only a small fraction of the caches are ever near places where civilians would still be living. Also having a single soldier bear the load home would lead to problems since he could simply hop into a jeep or small helicopter and fly home quickly. If this would be done more realistically a truck would need to be involved to handle the transport.

The problem I see with all this is that this will slow down progress of the game even more and would result in some further awkward solutions on how to integrate the transfer.

Lastly I see a few realism problems even if we had no problems transporting the caches by truck. I expect when finding a real weapons & ammunition cache the coalition troops would first call for some EOD guys to check the place for booby traps and see how safe the stockpiles are to move before touching any of it.
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Hitman.2.5
Posts: 1086
Joined: 2008-03-21 20:54

Re: Insurgency: Cache Changes

Post by Hitman.2.5 »

ISAF do blow some weapons caches up but they will obviously make sure there are no civilians in the area so there is very little chance of a civilian getting wounded...
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