Insurgency Add-on #2
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ytman
- Posts: 634
- Joined: 2010-04-22 17:32
Re: Insurgency Add-on #2
This would work for 4km maps, 1km would be too small, and 2km could be just cutting it oyu know.
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illidur
- Posts: 521
- Joined: 2009-05-13 12:36
Re: Insurgency Add-on #2
this is a really good suggestion because it doesn't force you to get rid of classic insurgency. just in case this game mode were to suck.
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myles
- Posts: 1614
- Joined: 2008-11-09 14:34
Re: Insurgency Add-on #2
If you did this i could see more caches being cramped into the same areas as they wouldint spawn at the Cap areas
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ret1
- Posts: 34
- Joined: 2008-06-25 20:53
Re: Insurgency Add-on #2
Wasn't this already in game and removed? I remember having to control VCP in al basrah or we would have ticket bleed...but if I understand the concept, the control points would not be static, but dynamic like cache locations?
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
Re: Insurgency Add-on #2
It are static control points, but they change everytime (like the flags on Barracuda).
We are staying up!
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calstifer
- Posts: 72
- Joined: 2009-02-23 07:58
Re: Insurgency Add-on #2
Maybe holding the points for BLUEFOR will give them intel to find the caches?
Sheep, seriously its all about the sheep.
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Beowulf2525
- Posts: 87
- Joined: 2007-08-28 01:47
Re: Insurgency Add-on #2
I really like this idea. Was playing Ramiel on TG Saturday and that first little compound right across the bridge pretty much became an actual CP. Insurgents were assaulting and US was defending for about 20-25 minutes. After that, I'm all for the BluFor having to defend some CP's.
Squad Leader: "Guys, just shut up and start shooting!"
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Bringerof_D
- Posts: 2142
- Joined: 2007-11-16 04:43
Re: Insurgency Add-on #2
win suggestion is win, i'd love to see this in game
great idea bud
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.

