Alternate Insurgency mode idea.

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=]H[=CubCadet1972
Posts: 261
Joined: 2009-12-20 11:30

Alternate Insurgency mode idea.

Post by =]H[=CubCadet1972 »

The posts for the new AAS mode got me thinking about a potential idea for an alternate Insurgency mode. It's not entirely fleshed out, and I'm not a programmer, so parts of my idea may not be possible, but here goes:

1. No intel points. Caches are not marked. The only way they get marked is by squad leaders or Commanders. Limit cache count to 3 or 4, all spawned at map start.

2. Give Collaborators a weapon for Insurgent faction.

3. Increase the allowed number of Insurgent hideouts to 6 or 7. Adjust the distance between hideouts requirement to allow the additional hideouts

4. Increase spawn time for ammo techies

I suggest this only as an additional Insurgency mode, not as a replacement. I think that forcing Bluefor to rely on reconnaissance, observation and patrols instead of the often seen tactic of "Defend the FOB until we score enough intel"

FOB's would be used more to control an area while squads clear sections out, and the Insurgents would be forced to protect ammo techies a bit more, potentially eliminating their use as suicide vehicles.

Any feedback, or additional ideas would be great to hear.

Thank you.
Mantak08
Posts: 56
Joined: 2009-11-03 19:28

Re: Alternate Insurgency mode idea.

Post by Mantak08 »

i see a massive problum with that right off the bat. without caches being marked, all the insurgency has to to to win is stay away from them.
BenHamish
Posts: 325
Joined: 2010-10-17 11:59

Re: Alternate Insurgency mode idea.

Post by BenHamish »

That said though.. What about something to keep them there? Like one single static AA.
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SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Alternate Insurgency mode idea.

Post by SGT.Ice »

I use to feel this is more along how insurgency should of been in the first place. Problem I saw with the cache idea though was that with 32 people guarding all the caches is a bit hard.

The ground teams actually relaying intel about where the caches are is a good idea. Giving collaborators guns means you'd pretty much need to give everyone the ability to put up their hands.

No intel points is something i've always saw as a better idea, the intel points make things far too easy.


As far as the comment about ins winning easier that's not entirely true. Some people choose to do that and often lose the caches and game. Because they don't have a tight enough perimeter. If all caches were spawned the game would be more about area control and chokepoints. Therefore you might need a couple new maps seeing as most of them are easy to get to right now and move the cache locations.
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Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: Alternate Insurgency mode idea.

Post by Shovel »

I think the ammo techie spawn time is up to the mapper, and this would be cool, i like the idea of patrols that have to look for caches.
Shovel009
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Alternate Insurgency mode idea.

Post by Bringerof_D »

this = win. it's what i've always figured insurgency mode should have been.
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Alternate Insurgency mode idea.

Post by Brainlaag »

Ehm this is as it was in earlier versions (only first point) with all caches already present on the map. Don't think it fits in the current PR build tho.
Biscuits
Posts: 29
Joined: 2010-01-11 17:01

Re: Alternate Insurgency mode idea.

Post by Biscuits »

Collaborators already have a weapon, the bag of unlimited rockz :grin:
=]H[=CubCadet1972
Posts: 261
Joined: 2009-12-20 11:30

Re: Alternate Insurgency mode idea.

Post by =]H[=CubCadet1972 »

Mantak08 wrote:i see a massive problum with that right off the bat. without caches being marked, all the insurgency has to to to win is stay away from them.
It also leaves them vulnerable to being taken by a random patrol, kits should still be on caches, and if the ammo techies get destroyed, everyone has to rearm at caches. Staying off of them really isn't an option.
=]H[=CubCadet1972
Posts: 261
Joined: 2009-12-20 11:30

Re: Alternate Insurgency mode idea.

Post by =]H[=CubCadet1972 »

Brainlaag wrote:Ehm this is as it was in earlier versions (only first point) with all caches already present on the map. Don't think it fits in the current PR build tho.
It wasn't set up the same, making previous versions completely different.
ralfidude
Posts: 2351
Joined: 2007-12-25 00:40

Re: Alternate Insurgency mode idea.

Post by ralfidude »

The thing that got me was making the red marker more accurate in the last version making it too easy to find the cache.

I liked it better when the red diamond gave you a bigger distance from cache. This way bluefor had to work for their candy. Now its a game of "Oh look theres the diamond, there is only one viable position that thing could be on" Marked, send in Kiowa, blam, cache down. But thats just me. Im a recon wolf just like the rest of the Hardcore clan. Thats why were so good at insurgency. That and setting up fake cache locations lol.
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illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Alternate Insurgency mode idea.

Post by illidur »

i think the cache icon was put that way to help the blufor find it. gaza is too hard with multiple multi level buildings that need to be cleared using the old system.

also it stops the marker from glitching to the other side of the map. (some new players wouldn't understand it)
SGT.Ice
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Joined: 2010-01-28 02:47

Re: Alternate Insurgency mode idea.

Post by SGT.Ice »

The new insurgency rules with the 40M or w/e is for pansies. And it makes insurgency boring. Insurgency was amazing back in the day. Now it's just watered down.
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dingoball
Posts: 77
Joined: 2006-07-18 19:33

Re: Alternate Insurgency mode idea.

Post by dingoball »

1. No intel points. Caches are not marked. The only way they get marked is by squad leaders or Commanders. Limit cache count to 3 or 4, all spawned at map start.

2. Give Collaborators a weapon for Insurgent faction.

3. Increase the allowed number of Insurgent hideouts to 6 or 7. Adjust the distance between hideouts requirement to allow the additional hideouts

4. Increase spawn time for ammo techies
1. Allow only the commander to see the cache radius when the required intel is achieved.
** keep the current intel system, and cache spawning system.

2. you are a civilian assistant, you should only pick up a weapon when the need arises.

3. Agreed, the insurgent factions should be allowed many hideouts, given that mobility is one of their greatest strengths. That being said... what is up with those dirt bikes :confused:

4. I would agree, but the insurgents need all the transportation they can get. besides, the ammunition techie is one of the best vehicles the insurgents have.

++ SGT.Ice I agree wholeheartedly! Up that distance... make those yanks look for the cache!
dtacs
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Joined: 2008-12-07 23:30

Re: Alternate Insurgency mode idea.

Post by dtacs »

'= wrote:H[=CubCadet1972;1534308']
1. No intel points. Caches are not marked. The only way they get marked is by squad leaders or Commanders. Limit cache count to 3 or 4, all spawned at map start.
As people have mentioned, what is stopping the Insurgents or Taliban from simply staying off the cache and not bothering to go near it? Sure, the BLUFOR can search the whole map from top to bottom but its highly likely that they will either miss a cache, or take so many casualties along the way that the gain from destroying one wouldn't balance it out.
2. Give Collaborators a weapon for Insurgent faction.
Why? Collaborators are exactly that, a tool meant to represent the civilian population of the area being sympathetic to the Insurgent cause. Giving them a weapon makes them free game and basically gives a reason to simply return the Doctor kit.
3. Increase the allowed number of Insurgent hideouts to 6 or 7. Adjust the distance between hideouts requirement to allow the additional hideouts
Why? You add many suggestions but no reasoning behind them. How much distance is needed to be a global factor taking into account ALL maps including smaller ones such as Fallujah?
4. Increase spawn time for ammo techies
Once again, you are just saying random **** without backing it up with any real logic.
I suggest this only as an additional Insurgency mode, not as a replacement. I think that forcing Bluefor to rely on reconnaissance, observation and patrols instead of the often seen tactic of "Defend the FOB until we score enough intel"
That isn't even seen on Hardcore let alone many other servers. On the servers where teamwork counts, the Insurgent faction is often smart enough to stay well away from the BLUFOR in order force them to come closer. Either that or raiding parties which is a very effective tactic.
FOB's would be used more to control an area while squads clear sections out, and the Insurgents would be forced to protect ammo techies a bit more, potentially eliminating their use as suicide vehicles.
I haven't seen ammo techies being used as suicide vehicles period.

Take a little more time to make your suggestion something else. Suggestions which have no reasoning or are extremely vague are boring and uninteresting. No developer is going to bother to read it when you bring nothing new to the table. Essentially you're wasting your time.
and if the ammo techies get destroyed, everyone has to rearm at caches.
Wrong, re-arming small arms is also possible at the mains.
TheComedian
Posts: 677
Joined: 2011-01-08 13:46

Re: Alternate Insurgency mode idea.

Post by TheComedian »

SGT.Ice wrote:The new insurgency rules with the 40M or w/e is for pansies. And it makes insurgency boring. Insurgency was amazing back in the day. Now it's just watered down.
I disagree with this statement. The change made the fiercest action possible. With the old system you could go hours searching for the cache, you needed to cover 300 square meters of the map or more to find it.

The BLUFOR can have a more concentrated attack, while the insurgents have a concentrated defense.

Upping the distance of red diamond markers will ruin the insurgency with the new ticket loss system. It would result in even shorter rounds like in the release of 0.95.
PlaynCool
Posts: 711
Joined: 2008-04-06 21:51

Re: Alternate Insurgency mode idea.

Post by PlaynCool »

dtacs wrote: Wrong, re-arming small arms is also possible at the mains.
I for once in my life as insurgent need to rearm regular warrior kits very rare.Chances are you will die before you empty your ammo.If caches are unknown during the whole map a good team has no business around them.Good luck to the coalition forces scanning the whole map, every single building and alley.Also if this was implemented the insurgents would rely more on patrols and scanning area to find the yanks, not the other way around.Say a random techie driver and gunner patrol spots a sqwad full of yanks VOIP to sl, sl comes with the civie car and another 4 guys, 2-3 mins firefight, yanks back at main.

This whole proposal makes no sense for me at all.Not only will it make insurgency more booring after all i what i like about insurgency is the LoL factor and how fun it is to arrest them civies with your shotgun. but it will take forever to finish a round - now it takes too much time as well.
Forgive my bad English... :?
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: Alternate Insurgency mode idea.

Post by illidur »

dtacs wrote:I haven't seen ammo techies being used as suicide vehicles period.
thats nobodys fault but your own. on kokan its a common vanilla tactic to ram anything even helicopters on the pad. you can ram a hmv, kill it and still drive away. ammo techys spawn nearly instantly and they get so many.

i think that this suggestion would have the game end quickly..... it might work on a good 4km map or something.
akatabrask
Posts: 560
Joined: 2008-04-10 14:36

Re: Alternate Insurgency mode idea.

Post by akatabrask »

I like the ideas!

5 - remove spawning on caches - mostly to force the insurgents to build hideouts and thus prevent bluefor from immediately spot the cache judging from the endless stream of insurgents spawning there.
tommytgun
Posts: 199
Joined: 2008-12-17 22:19

Re: Alternate Insurgency mode idea.

Post by tommytgun »

+1 I really agree with the no intel points thing, that's how I always wished it was, adds to the realism of recon-ing
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