false intel

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maarit
Posts: 1145
Joined: 2008-02-04 17:21

false intel

Post by maarit »

i made while ago suggestion about false bombs so now i get the idea about falsecaches.
so...

now if blufors shoot civilian,they lose intel points but it would be also good if blufors punishment is somekind of false intel about cache location.


quick examble:
blufor kills 3 civilian,they get false intel.
in map,its like normal cachemark but its hoax.


and when insurgents see that falsecache has come to the mapview,they have change to set traps,ambushes,etc near falsecache.

its like that people start to lie to the blufor cos their actions in there.
:shock:
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: false intel

Post by goguapsy »

I like. Could be interesting... but perhaps the BLUFOR tickets should need some tweaking?
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

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Serbiak
Posts: 608
Joined: 2008-01-22 16:40

Re: false intel

Post by Serbiak »

That sounds pretty good. Last time I tried the intel punish system with some guys we found out that it was totaly bugged. We got killed as civies all the time and the blufor got intel just like normal. (Yes it was in .9)

So i totaly support your idea. It has some logic behind it as well like u said.
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: false intel

Post by maarit »

and maybe that hoaxcache location is always revealed in insurgents map.
just some yellow marker.

so insurgents can set traps and mines there allready.
driver-ch-driver
Posts: 820
Joined: 2008-06-15 17:00

Re: false intel

Post by driver-ch-driver »

I like the idea...

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motherdear
Retired PR Developer
Posts: 2637
Joined: 2007-03-20 14:09

Re: false intel

Post by motherdear »

generally a nice idea, but would utterly destroy the gameplay on the servers due to the teams being spread too thin and the blufor losing time.
with some alterations it might work, but not in the proposed form.
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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: false intel

Post by Wilkinson »

If I got false intel, I'd probably end up cutting someone.

Just sayin
;)
lol
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scope
Posts: 133
Joined: 2009-02-19 14:26

Re: false intel

Post by scope »

I rather see something along the lines of...
-If a collaborator get killed outside the ROE then maybe the BLUFOR cache marker gets moved futher and futher away from the actual location of the cache once it is revieled.
-If an insurgent is arrested, the marker is placed closer to the cache.

probably already suggested or hardcoded though. meh
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: false intel

Post by maarit »

its just normal insurgency,there cant be any gameplay ruined.
blufor just must play the game right,not to shoot everything.
and everybody wants always set traps,mines at cache and that leads to the teamkills.
if you wanna set traps,set those at hoaxcache.
hoaxcache is not spawnpoint,so less teamkills.

how this would ruin gameplay?
just dont shoot civis and your gameplay is fine :-o

i allready can see ins squad named:hoaxcache ambushers
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: false intel

Post by Rhino »

I quite like the idea in fact, needs some adjustments but I think its a good way of adding anouther reason for not shooting civis and think it could lead to some interesting gameplay. Of course you would need the false intel to go away after a squad had been in a 100m radius of the marker for xxx amount of time so they where not hanging around there all day and the false intel also mixes with normal intel and the code would need to make sure that no more than 2 or 3 markers where ever up at any one time, being them false or real and if there was already 2 or 3 markers up on the map it would wait for one of the real chances to be destroyed before showing the false marker.

HellDuke wrote:Something like this has been suggested before a few times... Use search ;)
I aint seen it :p

[R-DEV]motherdear wrote:generally a nice idea, but would utterly destroy the gameplay on the servers due to the teams being spread too thin and the blufor losing time.
with some alterations it might work, but not in the proposed form.
Naa, providing like I said it mixes with the max markers of both rea and false markers so you never have more than 3 on the map I think it can work.
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: false intel

Post by ChiefRyza »

After an experience on Korengal the other week where we spent an hour and a half looking for one REAL cache that I'm pretty sure ended up being perfectly hidden in a field the entire game, I can't imagine how painful this would be if the BLUFOR team actually had to spend time looking for something that didn't exist.
Good idea, but it could really become a problem if it stuck around for too long. Rhino's idea would work though, maximum of 5 - 10 minutes in the area of the false cache with a message appearing afterward saying "False Cache Intel uncovered" etc. Any more than that and it would just be plain annoying!

Sure killing civilians is a bad thing but sometimes it is just unavoidable. I've had civilians throw themselves on top of grenades and run in front of AR's on purpose, imagine how much this could be abused :-P


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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: false intel

Post by maarit »

ChiefRyza wrote:After an experience on Korengal the other week where we spent an hour and a half looking for one REAL cache that I'm pretty sure ended up being perfectly hidden in a field the entire game, I can't imagine how painful this would be if the BLUFOR team actually had to spend time looking for something that didn't exist.
Good idea, but it could really become a problem if it stuck around for too long. Rhino's idea would work though, maximum of 5 - 10 minutes in the area of the false cache with a message appearing afterward saying "False Cache Intel uncovered" etc. Any more than that and it would just be plain annoying!

Sure killing civilians is a bad thing but sometimes it is just unavoidable. I've had civilians throw themselves on top of grenades and run in front of AR's on purpose, imagine how much this could be abused :-P
yep,you are right.5-10 minutes patrol on area should make falsecache marker dissapear.
i think that this kind of thing would bring to insurgency interesting gameplay.
i often think more deeply these gameplay thing,like in this suggestion.
its just like that civis cheat the blufor to go place X and insurgents are there waiting to blufor to come.
mines at road,grenadetraps at alley,ied at road and rpg guys on roof.

humvee approach falsecache location and then...."ITS AMBUSH!!!;FALLBACK!!"
:)
Last edited by maarit on 2010-04-02 11:38, edited 2 times in total.
Potilas
Posts: 104
Joined: 2009-04-28 22:04

Re: false intel

Post by Potilas »

At first I feel like false cache is too much about running for nothing what could make bluefor side gameplay boring. Giving a second tought I have to change my mind. Its about 50% of the whole round time when bluefor does not have revealed cache on map. So there is time for extra job like seeking false cache rather than bluefor camp for getting enough intel (what they allways do nowdays).

I prefer more buildable false caches than randomly placed.
Some toughts how it could work:

-It can be build max 200m away from hideout, but have to be far as ~200m from real cache or main. There can be one false cache in play at the time. Collaborator and cell leader can place falce cache(same way as they plant hideout). Im not sure what would be best appearance. Perhaps pile of woods or just replica.

-False cache automaticly vanish when bluefor is at 50m away or closer. Doing a single hit from any gun destroys false cache. It simulates that bluefor has spotted the cache and identified it to be false cache.

-When bluefor have both caches visible on map then next 50 point "intel pack" removes false cache, so insurgets could use falce cache to absorb intel. This would be very useful and fair when insurgets are getting heavy beating.

-False cache revals itself for the bluefor 3min after its done.
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