Insurgency: Modality Change
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Gamerofthegame
- Posts: 32
- Joined: 2008-04-17 02:49
Re: Insurgency: Modality Change
You guys do realize that even the basic kits of the Bluefor are superior to the Insurgents, right? This continues with everything else.
Teamwork is still a bit part of Insurgents, as dying means that their caches are revealed. Further, they simply flat out can't operate like the Bluefor - They also can't rush. At least not effectively.
You can't give Insurgents tickets - Not unless you plan on giving them a boatload of tickets, which thusly makes the point of tickets moot. Plus, if they had tickets then the Blues could just camp all day. Not that they don't already.
Teamwork is still a bit part of Insurgents, as dying means that their caches are revealed. Further, they simply flat out can't operate like the Bluefor - They also can't rush. At least not effectively.
You can't give Insurgents tickets - Not unless you plan on giving them a boatload of tickets, which thusly makes the point of tickets moot. Plus, if they had tickets then the Blues could just camp all day. Not that they don't already.

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Startrekern
- Posts: 847
- Joined: 2008-08-31 21:11
Re: Insurgency: Modality Change
Debatable.Gamerofthegame wrote:You guys do realize that even the basic kits of the Bluefor are superior to the Insurgents, right?
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HAAN4
- Posts: 541
- Joined: 2009-06-12 11:37
Re: Insurgency: Modality Change
yeah Bluefor weopows are superior to Insurgents, but looks they nunbers, Insurgents have unlimeted nunbers, what is unreal.Gamerofthegame wrote:You guys do realize that even the basic kits of the Bluefor are superior to the Insurgents, right? This continues with everything else.
Teamwork is still a bit part of Insurgents, as dying means that their caches are revealed. Further, they simply flat out can't operate like the Bluefor - They also can't rush. At least not effectively.
You can't give Insurgents tickets - Not unless you plan on giving them a boatload of tickets, which thusly makes the point of tickets moot. Plus, if they had tickets then the Blues could just camp all day. Not that they don't already.
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General Fuct
- Posts: 85
- Joined: 2007-10-02 07:27
Re: Insurgency: Modality Change
Theres a reason they don't lose tickets for dying...they have 50 year old equipment, no stamina and no fancy aircraft flying over head to rain down hell uupon their enemies. The defensive meat grinder is their "balance".
General Fuct - - Since 0.5J
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wookimonsta
- Posts: 681
- Joined: 2008-08-31 13:16
Re: Insurgency: Modality Change
Maybe this would lead insurgents to not run around in the open not caring about their tickets.ANDROMEDA wrote:Then all again reduced to the commonplace killing insurgents and nobody will not be look for caches.
If they actually had tickets, they might do more ambushing and actual defending, rather than running assaults on every blufor they can find.
right now you see a bunch of insurgents running against blufor over and over and over again until they eventually get through. (remember, these are insurgents, not zerg)
if they had tickets, they might actually be more realistic and fight from ambushes rather than assaulting the blufor without regard to casualties
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HAAN4
- Posts: 541
- Joined: 2009-06-12 11:37
Re: Insurgency: Modality Change
The only Things we can make to turn insurgency more real, is to make constralty alteranative objetives that will give inteligency points, reduces enemy thickets, or by the same way allow Insurgents to reduze enemy thickets has well.
The Obetvies for bluefor will be:
Reconstrution Duty: Squad can rebuild some destrowed building to reduce the anguer in local town, by this insurgents loose thickets, since it's need suply trucks to drop ram materials, and a larga ammoung of marines, this allow insurgents to put a knive in the back of US marines. it also give INTELIGE POINTS
Spreading Food: suply trucks may also make this, to splend resourcers to the locals to reduce anguer, in this insrugents also main have how but a knive in their back, and also they ressive a ammoungh of tickets since the pilage resourcers to their cause. it also give INTELIGE POINTS
Finding a Cache: has it is always.
Insurgent Objetives:
Beiguining a Riot: only civilians can do this, they need to stay in one area for a time, sending stones to marines how like to arrest those trouble markers, or evem puting some hidend guys to make more tough for marines hadlle it. that incresse Insurgents thickets if sucess, but also make a ''easy'' targuet to civilians that are making the riot. has long are't enoug armed ambushers in the area.
Destroing a Oil Oficer: that right, reduce to roubles the administration of oil derricks to show how is the boss around. reduces the Bullfor tickets alot, pluss 50 tickets, since their protection on the area is turning near useless.
Kiling a VIP: kill someone important, one guy of bluefor will be that unarmed guy, trying to get out of the towm. ambush her convoy and kick he's *** out. the near bluefor that die will become the vip, or in main it be ablle to pick up the vip kit.
well whicht all those alternative objetives we might be abble to put in Insurgency maps a tricket count unless we make drastic change this sugestion will be not possible to do, and yeah this new tipe of insurgency will give alot of teamwork to insurgents that outmost work like lone wolfs trying to hold a objetive.
The Obetvies for bluefor will be:
Reconstrution Duty: Squad can rebuild some destrowed building to reduce the anguer in local town, by this insurgents loose thickets, since it's need suply trucks to drop ram materials, and a larga ammoung of marines, this allow insurgents to put a knive in the back of US marines. it also give INTELIGE POINTS
Spreading Food: suply trucks may also make this, to splend resourcers to the locals to reduce anguer, in this insrugents also main have how but a knive in their back, and also they ressive a ammoungh of tickets since the pilage resourcers to their cause. it also give INTELIGE POINTS
Finding a Cache: has it is always.
Insurgent Objetives:
Beiguining a Riot: only civilians can do this, they need to stay in one area for a time, sending stones to marines how like to arrest those trouble markers, or evem puting some hidend guys to make more tough for marines hadlle it. that incresse Insurgents thickets if sucess, but also make a ''easy'' targuet to civilians that are making the riot. has long are't enoug armed ambushers in the area.
Destroing a Oil Oficer: that right, reduce to roubles the administration of oil derricks to show how is the boss around. reduces the Bullfor tickets alot, pluss 50 tickets, since their protection on the area is turning near useless.
Kiling a VIP: kill someone important, one guy of bluefor will be that unarmed guy, trying to get out of the towm. ambush her convoy and kick he's *** out. the near bluefor that die will become the vip, or in main it be ablle to pick up the vip kit.
well whicht all those alternative objetives we might be abble to put in Insurgency maps a tricket count unless we make drastic change this sugestion will be not possible to do, and yeah this new tipe of insurgency will give alot of teamwork to insurgents that outmost work like lone wolfs trying to hold a objetive.
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: Insurgency: Modality Change
insurgency is good as it is all it needs is ticket tweeking some of the suggestion haan made would best besuited for PR2

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myles
- Posts: 1614
- Joined: 2008-11-09 14:34
Re: Insurgency: Modality Change
Whats so bad about that IRL the fight for fallujah about 1000 insurgents died.PR.IT Stek_WAR wrote:maybe bring the ratio
[number of death (which must match) - 10 tickets] to 80-100 / - 10 tickets
unfortunately not very informed about how many deaths insurgeny, roughly, you have during a game. But I think that circumvent the 280.ops:
With this data, maybe we could deal a bit better!![]()
- bad_nade
- Support Technician
- Posts: 1499
- Joined: 2008-04-06 18:26
- Location: Finland
Re: Insurgency: Modality Change
If insurgents had tickets, coalition would just baserape them (even more) till they've lost all their tickets.wookimonsta wrote:If they actually had tickets, they might do more ambushing and actual defending
Coalition forces should not gain any intel or progress towards victory by blindly killing insurgents. End of story.
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: Insurgency: Modality Change
Exactly, and hes not giving up anything up when hes dead either. Giving them ticket loss for deaths will just cause the whole concept of cache warfare to be gone, as the coalition would kill till the game is over, or the Insurgents would take it much more slow and conventional, which is what they shouldn't be doing.clueless_noob wrote:If insurgents had tickets, coalition would just baserape them (even more) till they've lost all their tickets.
Coalition forces should not gain any intel or progress towards victory by blindly killing insurgents. End of story.
If anything, the fact they don't have ticket loss from deaths is their biggest strength. Just today I picked up the dusty sandy AK and ran outside the Mosque on Basrah to meet a Brit squad, I killed 14 of them after just respawning and running back, keeping them busy.
If this was conventional warfare, I would be doing nothing of the sought but the sheer fact that the no-ticket deaths represent the Insurgents working in HUGE numbers (see above, 1000 in Fallujah) shows that the Insurgents should be running out there for no reason, should be risking death for the minuscule chance of shooting an enemy and should be dying without explanation.
Zerg zerg zerg.
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rampo
- Posts: 2914
- Joined: 2009-02-10 12:48
Re: Insurgency: Modality Change
So does blufor in PR.HAAN4 wrote:yeah Bluefor weopows are superior to Insurgents, but looks they nunbers, Insurgents have unlimeted nunbers, what is unreal.

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wookimonsta
- Posts: 681
- Joined: 2008-08-31 13:16
Re: Insurgency: Modality Change
maybe instead of one main base the insurgents should have alot more spawn points that can't (at least not permanently) be removed.clueless_noob wrote:If insurgents had tickets, coalition would just baserape them (even more) till they've lost all their tickets.
Coalition forces should not gain any intel or progress towards victory by blindly killing insurgents. End of story.
put 20-30 of these up, if enemies are near they can't spawn there, if the blufor moves away they can spawn back in.
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: Insurgency: Modality Change
This is a highly debatable assertion.Gamerofthegame wrote:You guys do realize that even the basic kits of the Bluefor are superior to the Insurgents, right? This continues with everything else.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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0331SgtSpyUSMC
- Posts: 261
- Joined: 2009-05-31 16:37
Re: Insurgency: Modality Change
I think this could work. At least you could definitely avoid the camping on maps like Karbala or Ramiel. There will always be people who will want to camp and spawn rape, just because they can.wookimonsta wrote:maybe instead of one main base the insurgents should have alot more spawn points that can't (at least not permanently) be removed.
put 20-30 of these up, if enemies are near they can't spawn there, if the blufor moves away they can spawn back in.
Giving the opfor the ability to have permanent spawns in different locations could help avoid that and help the gameplay a bit. Permanent spawns cold maybe change location every time the cache is destroyed, and they could be random as well.
After all, insurgents don't have to come from the mosque only, they could come from anywhere in the city

Handle every stressful situation like a dog.If you can't eat it or hump it. Piss on it and walk away
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Laki
- Posts: 34
- Joined: 2006-11-13 14:32
Re: Insurgency: Modality Change
I tried to make a topic of randomizing insurgent spwans. donno what happened to it. In a nutshell. I think there sould be something like 10+ randomized spawnpoints for insurgents that change every 10-15 minutes.
- bad_nade
- Support Technician
- Posts: 1499
- Joined: 2008-04-06 18:26
- Location: Finland
Re: Insurgency: Modality Change
Insurgents used to have random spawn points back in the 0.7x era, but the feature got removed because it made servers crash.Laki wrote:I tried to make a topic of randomizing insurgent spwans. donno what happened to it. In a nutshell. I think there sould be something like 10+ randomized spawnpoints for insurgents that change every 10-15 minutes.
Personally I'd take random spawns back anytime despite the server crashes.
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Bellator
- Posts: 511
- Joined: 2009-07-13 13:52
Re: Insurgency: Modality Change
You misunderstand the purpose of the insurgency game mode. Its not meant to depict the low-intensity conflict and the occupation duties that mostly take place, but rather major escalations like the battle of Fallujah. Food-distribution, reconstruction duties etc would be stupid because these are not really intense war-fighting duties that take three hours, but projects that last for months and mostly involve non-combat labor. Nobody cares about that.The only Things we can make to turn insurgency more real,
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CallousDisregard
- Posts: 1837
- Joined: 2009-06-02 11:31
Re: Insurgency: Modality Change
I think having food drops or a construction crew is a good idea although I'm not sure if the game can handle it.
I think it makes the game a little more complex and gives the Blufor another way to control ticket loss.
Would it be possible to add spawn time to insurgents if they died more than a certain amount of time in any given period ?
This would allow rushing but would stop those who do nothing but zerg rush because after 10-15 deaths in a 5 min period or something they get a 2min spawn time and then the counter resets.
I think it makes the game a little more complex and gives the Blufor another way to control ticket loss.
Would it be possible to add spawn time to insurgents if they died more than a certain amount of time in any given period ?
This would allow rushing but would stop those who do nothing but zerg rush because after 10-15 deaths in a 5 min period or something they get a 2min spawn time and then the counter resets.
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: Insurgency: Modality Change
Then you pretty much know exactly where the blufor are.wookimonsta wrote:maybe instead of one main base the insurgents should have alot more spawn points that can't (at least not permanently) be removed.
put 20-30 of these up, if enemies are near they can't spawn there, if the blufor moves away they can spawn back in.
Think about it, you build a firebase, then suddenly torrents of Insurgents run out of a building from a grid away. This would happen every time the blufor make an offensive movement.

