but...
doesnt that seperate the blufor team? doesnt that mean that all the ins have to do to win is sit on the flag? the game would probibly just be Ins sitting on the cap radius waiting for a JDAM, right?
either I didn't express myself well or ya didn't get itdoesnt that seperate the blufor team? doesnt that mean that all the ins have to do to win is sit on the flag? the game would probibly just be Ins sitting on the cap radius waiting for a JDAM, right?
yea but then the pubbies dont get a chance to tell them that they're wrong D:[R-DEV]Rudd wrote:
anyway psyko, you know that team members generally post their suggestions/ideas behind closed doors![]()
I understood what Rudd meant.Wakain wrote: @AS if I'm not mistaken, rudd doesn't want the flag to have anything to do with tickets but instead give a reward to the team that controls it. e.g: intelpoints for the blufor and some special kits or vehicles for the ins.
I believe some things would be needed for this to work. Only one cache should be spawnable as this would focus the attention on 2 seperate locations rather than 3. The second is that we need the 120/128p limit so that there's plenty of human resources for the flag dispute.
Personally, and if it was possible, I would make the flag disappear after being conquered by one of the two factions and make a random one appear 5 minutes later. Also, a 2nd cache will still be a bugger so I would take it out regardless of the player limit.

Imho something along the lines of this would just exacerbate the current problems with Insurgency. Ins players have enough trouble trying to defend caches, which is the only objective the Ins team have. It seems to me adding a secondary (but less important) objective could only make those problems worse.[R-DEV]Rudd wrote:What insugency needs to be more fun is a counter objective for insurgents.
Blufor want the cache, but insurgents could have an objective of their own as well as defending. E.G. holding a mapper placed flag.
I really enjoyed the lanyial flag and VCP flags in the past, I don't agree with putting huge amounts of bleed on, as that turns the game in to a king of the hill rather than a liquid game, but gaining assets as the result of aflag hold (i.e. propaganda victory or something) might be nice. at the same time, that flag could benefit blufor with intel points. When there are no suspected caches, blufor need something to do to get the game moving - a flag would provide this. When insurgents need to open a new front, gain some equipment, or otherwise just need an objective other than 'wait for blufor to arrive' a flag would provide this. Each map has some good locations for a randomised selection where only 1 flag may be chosen per round.




Well in this case, it might work that way for INS, but i like the current system for BLUFOR.[R-DEV]Deer wrote:I told this before we removed all squad's spawnpoints, if players are not rewarded for following squadleader's orders, many players wont follow the orders. And reward must be something what these kind of players appreciates, that something is a spawnpoint. Spawnpoint also makes squadleader's job easier, and therefore more players can be arsed to be squadleaders when its not so stressfull role.
There is many possibilities what this "squad's own spawnpoint" could be. It should be powerfull enough to motivate ppl doing teamwork, but it shouldnt be too spammy. Current rallypoint is just too weak to motivate players to follow orders so it would need to be alot more usefull than current one.
Rally Points have nothing to do with this issue, except maybe artificial feeling that you are acting like a squad when people spawn near you. If someone don't care about TW it doesn't matter if he is 300 or 30 m from SL - he will not act as unit anyway. If anything I see more people trying to stick to squad nowadays than in old days and reward is simple - higher chances to survive and accomplish something. They have to act as unit instead of spawning recklessly in some hidden pile o bags.[R-DEV]Deer wrote:I told this before we removed all squad's spawnpoints, if players are not rewarded for following squadleader's orders, many players wont follow the orders. And reward must be something what these kind of players appreciates, that something is a spawnpoint. Spawnpoint also makes squadleader's job easier, and therefore more players can be arsed to be squadleaders when its not so stressfull role.
There is many possibilities what this "squad's own spawnpoint" could be. It should be powerfull enough to motivate ppl doing teamwork, but it shouldnt be too spammy. Current rallypoint is just too weak to motivate players to follow orders so it would need to be alot more usefull than current one.
I believe that I detect the slightest note of sarcasm in your message there ghost, but I'm not entirely certain...ghost-recon wrote:Maybe this is what we want in order to balance Insurgency, or making it able to use jets. I've also seen some pictures of a technical with a SAM-Turret/Stinger System on the back.
Giving a bigger viarity of assets to the Insurgents will make it more fun for both sites. As you can make bigger maps with jets for example. If you add things to Insurgency like flags, 120p, unknown caches not spawnable, barriers for Insurgents, transport technicals you will get more interesting rounds. As they don't have enough weapons to take out certain assets, while the enemy do have the counter-parts.