Change the Insurgent faction to Kit Request
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Stoickk
- Posts: 200
- Joined: 2010-11-16 23:02
Change the Insurgent faction to Kit Request
Status Quo
Currently, the Insurgent faction, as is well known, is the only "pickup kit" faction in Project Reality. This faction has access to seven kits at spawn: Cell Leader, Collaborator, Sapper, Insurgent (AKSU-74), Insurgent (Shotgun), Warrior (AK-74), and Warrior (AK-47). There are some additional kits available for pickup for this faction, depending upon the map, game mode, and layer. These kits are Sniper (Optics and Iron Sights), Marksman, PKM, RPK, RPG, and the Artillery IED kit. The pickup kits are available at weapons caches on Insurgency maps, and in main bases on some other map layers.
This setup presents some inherent problems as outlined below. This suggestion attempts to address these problems.
Problems
Skirmish
As it stands now, the Insurgent faction is completely handicapped in the Skirmish game mode, due to the lack of a kit request system, and due to the lack of a Combat Medic. The Collaborator, while useful in Insurgency, is only a liability in other game modes. Many (if not all) of the Skirmish layer maps featuring the Insurgent faction do not have pickup kits available in the Insurgent main base area, meaning that the Insurgent faction is required to fight using the seven spawn kits only. Additionally, if a player on the Insurgent team wants to change kits that player is required to either suicide or find a kit on the ground. There are no other options.
Teamwork
The Insurgent faction is inconsistent with all other factions in Project Reality in that the faction's design promotes a lack of teamwork. In every other faction, a lone player is restricted to the Rifleman kit. On the Insurgent faction, a lone player can be a Sniper, RPG gunner, Arty IED sapper, or use any of the other kits available to the faction. This not only requires no teamwork, but promotes lone wolf game play. I believe that this goes against the core philosophy of Project Reality, and accordingly, should be changed.
Collaborators
The Collaborator kit is being addressed elsewhere, however there are a couple of key points that are relevant to this topic. Collaborators are the only option for medical support in combat. While this can be made use of, to an extent, on Insurgency maps, due to the Intelligence point penalty for their death, on Skirmish and AAS layer maps featuring this faction, this is a major hindrance. Additionally, the Collaborator is the Insurgent faction's only source of a grappling hook, a tool reserved for the Specialist or Scout role in every other faction.
Proposed Solution
I propose that the Insurgent faction be changed to a kit request faction to bring it in line with all other factions within Project Reality. The current kits should be used, with very few modifications, as outlined below.
Proposed Classes and Kits
Officer - Cell Leader Spawn Kit
Antitank - Standard iron sights RPG kit with tandem warhead (New Kit)
Antiaircraft Primary - AA Pickup kit
Combat Engineer - Arty IED Pickup Kit
Sniper Primary - Optics Sniper Pickup Kit
Sniper Alt - Iron Sights Sniper Pickup Kit
Rifleman Primary - Warrior AK-74 Spawn Kit
Rifleman Alt - Warrior AK-47 Spawn Kit
Automatic Rifleman Primary - PKM Pickup kit
Automatic Rifleman Alt - RPK Pickup Kit
Rifleman AT - RPG Pickup kit
Rifleman AP - Sapper Spawn kit
Medic Primary - Combat Medic (New Kit, Equipped like Taliban Combat Medic Primary)
Medic Alternate - Collaborator Spawn Kit
Rifleman Specialist - Insurgent Shotgun Spawn Kit (Suggest adding Grappling Hook)
Grenadier - Insurgent AKS-74u Spawn Kit
Marksman - Marksman Pickup Kit
Crewman - Not Needed
Pilot - Not Needed
Benefits
Increased Teamwork
By changing to a kit request faction, players will actually have an incentive to, at a minimum, be a part of a squad. Being without a squad would limit a player to the Rifleman/Warrior kit, rather than the current system which allows lone wolves to have the most powerful kits available.
Improved Game Play
On maps other than Insurgency especially, such as Skirmish and AAS layer maps, the Insurgent team will actually have access to their more powerful kits, thus making for more interesting battles for both sides. As it stands currently, these maps are badly imbalanced due to the kit issue. On Insurgency layer maps, rather than constantly losing team assets, such as Sniper and Arty IED kits to lone wolf players, those kits will go to players in squads at a minimum, and hopefully to more teamwork oriented players.
As always, I am open to feedback, constructive criticism, etc.
Currently, the Insurgent faction, as is well known, is the only "pickup kit" faction in Project Reality. This faction has access to seven kits at spawn: Cell Leader, Collaborator, Sapper, Insurgent (AKSU-74), Insurgent (Shotgun), Warrior (AK-74), and Warrior (AK-47). There are some additional kits available for pickup for this faction, depending upon the map, game mode, and layer. These kits are Sniper (Optics and Iron Sights), Marksman, PKM, RPK, RPG, and the Artillery IED kit. The pickup kits are available at weapons caches on Insurgency maps, and in main bases on some other map layers.
This setup presents some inherent problems as outlined below. This suggestion attempts to address these problems.
Problems
Skirmish
As it stands now, the Insurgent faction is completely handicapped in the Skirmish game mode, due to the lack of a kit request system, and due to the lack of a Combat Medic. The Collaborator, while useful in Insurgency, is only a liability in other game modes. Many (if not all) of the Skirmish layer maps featuring the Insurgent faction do not have pickup kits available in the Insurgent main base area, meaning that the Insurgent faction is required to fight using the seven spawn kits only. Additionally, if a player on the Insurgent team wants to change kits that player is required to either suicide or find a kit on the ground. There are no other options.
Teamwork
The Insurgent faction is inconsistent with all other factions in Project Reality in that the faction's design promotes a lack of teamwork. In every other faction, a lone player is restricted to the Rifleman kit. On the Insurgent faction, a lone player can be a Sniper, RPG gunner, Arty IED sapper, or use any of the other kits available to the faction. This not only requires no teamwork, but promotes lone wolf game play. I believe that this goes against the core philosophy of Project Reality, and accordingly, should be changed.
Collaborators
The Collaborator kit is being addressed elsewhere, however there are a couple of key points that are relevant to this topic. Collaborators are the only option for medical support in combat. While this can be made use of, to an extent, on Insurgency maps, due to the Intelligence point penalty for their death, on Skirmish and AAS layer maps featuring this faction, this is a major hindrance. Additionally, the Collaborator is the Insurgent faction's only source of a grappling hook, a tool reserved for the Specialist or Scout role in every other faction.
Proposed Solution
I propose that the Insurgent faction be changed to a kit request faction to bring it in line with all other factions within Project Reality. The current kits should be used, with very few modifications, as outlined below.
Proposed Classes and Kits
Officer - Cell Leader Spawn Kit
Antitank - Standard iron sights RPG kit with tandem warhead (New Kit)
Antiaircraft Primary - AA Pickup kit
Combat Engineer - Arty IED Pickup Kit
Sniper Primary - Optics Sniper Pickup Kit
Sniper Alt - Iron Sights Sniper Pickup Kit
Rifleman Primary - Warrior AK-74 Spawn Kit
Rifleman Alt - Warrior AK-47 Spawn Kit
Automatic Rifleman Primary - PKM Pickup kit
Automatic Rifleman Alt - RPK Pickup Kit
Rifleman AT - RPG Pickup kit
Rifleman AP - Sapper Spawn kit
Medic Primary - Combat Medic (New Kit, Equipped like Taliban Combat Medic Primary)
Medic Alternate - Collaborator Spawn Kit
Rifleman Specialist - Insurgent Shotgun Spawn Kit (Suggest adding Grappling Hook)
Grenadier - Insurgent AKS-74u Spawn Kit
Marksman - Marksman Pickup Kit
Crewman - Not Needed
Pilot - Not Needed
Benefits
Increased Teamwork
By changing to a kit request faction, players will actually have an incentive to, at a minimum, be a part of a squad. Being without a squad would limit a player to the Rifleman/Warrior kit, rather than the current system which allows lone wolves to have the most powerful kits available.
Improved Game Play
On maps other than Insurgency especially, such as Skirmish and AAS layer maps, the Insurgent team will actually have access to their more powerful kits, thus making for more interesting battles for both sides. As it stands currently, these maps are badly imbalanced due to the kit issue. On Insurgency layer maps, rather than constantly losing team assets, such as Sniper and Arty IED kits to lone wolf players, those kits will go to players in squads at a minimum, and hopefully to more teamwork oriented players.
As always, I am open to feedback, constructive criticism, etc.
Last edited by Stoickk on 2011-12-22 05:29, edited 1 time in total.
Reason: Corrected Weapon Name
Reason: Corrected Weapon Name
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Moszeusz6Pl
- Retired PR Developer
- Posts: 939
- Joined: 2010-06-24 13:41
Re: Change the Insurgent faction to Kit Request
Good suggestion, I don't play many as insurgents, but I haven't got any good round with them due to lack of teamwork.
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: Change the Insurgent faction to Kit Request
Officer and Rifleman should be requestable for sure.
The rest I have very mixed feelings about and so I'm not going to comment further.
The rest I have very mixed feelings about and so I'm not going to comment further.
"I Want To Spend The Rest Of My Life With You Tonight."
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Shovel
- Posts: 860
- Joined: 2010-08-26 14:23
Re: Change the Insurgent faction to Kit Request
Where would they be able to request them from? Only the main bases?
If it wouldn't be too overpowered, maybe SOME kits could be requested off of technicals, similar to APCs. Now, I'm not an insurgent, but if I was, I would store some RPGs and whatnot in technicals.
If it wouldn't be too overpowered, maybe SOME kits could be requested off of technicals, similar to APCs. Now, I'm not an insurgent, but if I was, I would store some RPGs and whatnot in technicals.
Shovel009
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Stoickk
- Posts: 200
- Joined: 2010-11-16 23:02
Re: Change the Insurgent faction to Kit Request
It should work like all other Insurgent factions. Kits would be requested either at main base or on caches. I see no reason to have kits available on technicals, personally.
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Change the Insurgent faction to Kit Request
Stoickk wrote: Grenadier - Insurgent AKSU-74 Spawn Kit

I support request kits for insurgents.
However... there is no AKSU
There is an AKs-74u(replace all English with Cyrillic for political correctness).
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Stoickk
- Posts: 200
- Joined: 2010-11-16 23:02
Re: Change the Insurgent faction to Kit Request
Comrade, if that is the strongest complaint you can find with my suggestion, I am happy. 
I stand corrected, the weapon I am referring to is indeed the AKS-74u in the Insurgent spawn kit containing that primary as well as the RKG grenades.
In my defense, I have heard both terms used interchangeably and am not the only one to do so. Here is an example of an arms manufacturer that designates this very weapon an AKSU-74. Obviously, I selected the incorrect terminology in this case, however, as we are discussing Project Reality. Thank you for pointing out my error. I will endeavor not to make the same mistake in the future.
I stand corrected, the weapon I am referring to is indeed the AKS-74u in the Insurgent spawn kit containing that primary as well as the RKG grenades.
In my defense, I have heard both terms used interchangeably and am not the only one to do so. Here is an example of an arms manufacturer that designates this very weapon an AKSU-74. Obviously, I selected the incorrect terminology in this case, however, as we are discussing Project Reality. Thank you for pointing out my error. I will endeavor not to make the same mistake in the future.
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sweedensniiperr
- Posts: 2784
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Change the Insurgent faction to Kit Request
I'm personally quite a fan of the unconventional nature of the insurgents, especially the different team dynamics and lack of kit requests. I do really feel like much more of an underdog when playing as insurgents rather than militia or taliban.
I certainly don't disagree with what you say about the lack of teamwork and how the skirmish/AAS situation could be rectified with your above suggestion.... but there's a piece of me that doesn't want to lose this one unique faction in PR
I certainly don't disagree with what you say about the lack of teamwork and how the skirmish/AAS situation could be rectified with your above suggestion.... but there's a piece of me that doesn't want to lose this one unique faction in PR
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Cassius
- Posts: 3958
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Re: Change the Insurgent faction to Kit Request
What was the reason to make insurgents kits pick up to begin with?
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Change the Insurgent faction to Kit Request
That was the only thing I could think of.Stoickk wrote: In my defense, I have heard both terms used interchangeably and am not the only one to do so. Here is an example of an arms manufacturer that designates this very weapon an AKSU-74. Obviously, I selected the incorrect terminology in this case, however, as we are discussing Project Reality. Thank you for pointing out my error. I will endeavor not to make the same mistake in the future.![]()
And Tula...they are not cool enough because they do not make anything other than the short AKs-74U(probably wanted to put "SU" together for Soviet Union). Izhmash is best: "here". Izhmash makes the cool (long) AK as well as airsoft AK(unfortunately illegal in many places).
Also, I would avoid AKSU anything because the most places it is referred to is: call of dooty...
Last edited by ComradeHX on 2011-12-22 16:19, edited 1 time in total.
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Stoickk
- Posts: 200
- Joined: 2010-11-16 23:02
Re: Change the Insurgent faction to Kit Request
I am a huge fan of the Insurgent faction also, as well as Insurgency game play as a whole. I just want to see this faction, from a game play perspective, on a more even footing. I absolutely do not want to lose the unique feel of this faction, which is why I suggested keeping all of the same kits available. The only two new kit loadouts that I suggested were from a balance perspective. I believe that this suggestion will not only preserve the feel of the Insurgent team, but add to the teamwork aspect, which can only be good for PR as a whole.Psyrus wrote:I certainly don't disagree with what you say about the lack of teamwork and how the skirmish/AAS situation could be rectified with your above suggestion.... but there's a piece of me that doesn't want to lose this one unique faction in PR![]()
@Comrade
Ahh, Izhmash, the original manufacturer of all things Kalashnikov. There is not a more credible source on the planet. Well played, Sir.
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doop-de-doo
- Posts: 827
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Re: Change the Insurgent faction to Kit Request
I don't mind the handicap that insurgents have in regards to not being able to request kits.
First off, they don't have an unlimited arsenal, and being able to request a kit whenever wanted will greatly affect the gameplay.
Second, it forces them to work around their cache spawn area when a special kit is needed (without the inclusion of main base kit spawns).
There is one change that needs to be done, IMO, and that is allow the officer to request a kit. I don't know how many times I've ended up suiciding to get it.
First off, they don't have an unlimited arsenal, and being able to request a kit whenever wanted will greatly affect the gameplay.
Second, it forces them to work around their cache spawn area when a special kit is needed (without the inclusion of main base kit spawns).
There is one change that needs to be done, IMO, and that is allow the officer to request a kit. I don't know how many times I've ended up suiciding to get it.
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Change the Insurgent faction to Kit Request
There is nothing unlimited about Insurgent's weaponry.doop-de-doo wrote: First off, they don't have an unlimited arsenal, and being able to request a kit whenever wanted will greatly affect the gameplay.
1. Their cache represent their weapons supply; when they are all destroyed, they lose because they have no more weapons.
2. Kit request system should be only at the cache; we can take ammo from cache, I see no reason for insurgents to not be able to take kits off of it. The kit number limit will still be in-place.
3. Spawning a bunch of kits littered all over the floor makes the cache too obvious.
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LITOralis.nMd
- Retired PR Developer
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Re: Change the Insurgent faction to Kit Request
I like the idea but I think Civilian Kit gameplay is awesome.
So make the Pilot a civilian kit.
So make the Pilot a civilian kit.
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Stoickk
- Posts: 200
- Joined: 2010-11-16 23:02
Re: Change the Insurgent faction to Kit Request
@LITOralis
If you look again at my original post, the Alternate Medic kit is tagged as the Collaborator kit. This idea would not remove Collaborator game play from the Insurgent faction. It would just add a primary combat medic to both provide tactical options and help balance AAS and Skirmish layer maps.
Personally, I think that the Collaborator kit should be added as an Alternate Medic kit for all Insurgent factions. Intelligence gathering is a key aspect of Insurgency game play, and Collaborators are at the center of that arena. This being said, that's another discussion entirely.
If you look again at my original post, the Alternate Medic kit is tagged as the Collaborator kit. This idea would not remove Collaborator game play from the Insurgent faction. It would just add a primary combat medic to both provide tactical options and help balance AAS and Skirmish layer maps.
Personally, I think that the Collaborator kit should be added as an Alternate Medic kit for all Insurgent factions. Intelligence gathering is a key aspect of Insurgency game play, and Collaborators are at the center of that arena. This being said, that's another discussion entirely.


