Caches/Ghosting

sylent/shooter
Posts: 1963
Joined: 2009-04-10 18:48

Re: Caches/Ghosting

Post by sylent/shooter »

@Moszeusz6Pl but that requires that there is a commander. What happens when there isn't a commander? To be honest I wouldn't want to be a commander the whole round, just so that my team can place caches. It's to dependant on one individual so that the entire game can continue.

Killing the enemy sylently
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Caches/Ghosting

Post by Brainlaag »

AFAIR, a similar suggestion to Moszeusz6Pl's has been made a long time ago. It has been discussed to give the commander the ability to spawn caches on its own ( a few back draws being the ability to place them in the most ridiculous and unreachable position). I'm not sure if it was due to hardcoding, or easy exploit options but the suggestion has been rejected.

There is no point in further arguing about that, the best alternative we have right now is WebCole's suggestion.
Moszeusz6Pl
Retired PR Developer
Posts: 939
Joined: 2010-06-24 13:41

Re: Caches/Ghosting

Post by Moszeusz6Pl »

If it is no commander, squad leader can put cache, and next all SL will vote about this cache location. If their agree, cache appears, if not another SL can launch another poll. SL who's cache location was not choose, should not be able to request any in next few minutes.

To prevent spawning cashes in easily defended positions, poll should be starting by map, and cache should spawn in the nearest available location.
LieutenantNessie
Posts: 1314
Joined: 2011-06-15 12:08

Re: Caches/Ghosting

Post by LieutenantNessie »

Tarranauha200 wrote:Yeah you can. Did it some time ago on NwA. Boomb cache down.
Priceless :D
realitymod.com drives me to drink.
6Skrillex6
Posts: 47
Joined: 2011-11-12 10:07

Re: Caches/Ghosting

Post by 6Skrillex6 »

Well, actually. Me and my clan buddies were playing on an Operation Archer Insurgency Layout, can't remember what server. And when we started seeing 10+ Insurgents + 1 techie we got suspicious, went into the compound and found a cache, when we destroyed it they accused us of ghosting. >.>
saXoni
Posts: 4180
Joined: 2010-10-17 21:20

Re: Caches/Ghosting

Post by saXoni »

6Skrillex6 wrote:accused us of ghosting.
Who doesn't? Pretty much every person who plays on the Insurgent side screams "GHOOOOOOOSSSSSSSSSSSSTIIIIIIIIIING!!!!!!!" when an unknown cache gets taken out.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Caches/Ghosting

Post by Murphy »

saXoni wrote:Who doesn't? Pretty much every person who plays on the Insurgent side screams "GHOOOOOOOSSSSSSSSSSSSTIIIIIIIIIING!!!!!!!" when an unknown cache gets taken out.
I'm reminded of the boy who cried wolf, and like the fable many people are sick of hearing the same **** over and over. You don't like ghosting don't go to "that server", and if you're already on "that server" and you cringe while you load your second ins map in a for don't worry the guys stacking blufor will ensure the map is changing shortly!

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mace1141
Posts: 29
Joined: 2009-05-29 21:50

Re: Caches/Ghosting

Post by mace1141 »

Randomized Algorithm
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mace1141
Posts: 29
Joined: 2009-05-29 21:50

Re: Caches/Ghosting

Post by mace1141 »

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

Re: Caches/Ghosting

Post by =]H[=CubCadet1972 »

As a long time clanmate of Mace, He is dyslexic, and does pretty well considering.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Caches/Ghosting

Post by SGT.Ice »

Can't be bothered to read more than the first 2 posts on this page. But I believe the idea of commander spawning the caches was rejected not per se because of hard coding but as you mentioned brain being too exploitable.

People call ghosting all too much these days. The problem is sometime's they spawn in terrible positions or no one simply defends or keeps an eye out.
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: Caches/Ghosting

Post by pr|Zer0 »

Dev's cannot code an algorithm to counter ppl's willing to have an "easy" game and sheer amount of "n00bism". How can you fight against 2 enemy guys linked by some god knows TS server? Ghosting will always plague this game mode.


Anyway:
'Limeni[BiH wrote:;1709940']Man, I swear 50 years from now you will invent a whole new english language :D

And on the topic, I haven't noticed that predicting cache locations is that easy. I how no idea how the spawning works and where are the spawn locations.
Try predict caches on 4km maps ;)
Last edited by pr|Zer0 on 2012-03-06 13:18, edited 2 times in total.
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fabioxxxx
Posts: 180
Joined: 2009-07-02 01:12

Re: Caches/Ghosting

Post by fabioxxxx »

40mmrain wrote:what if

insurgency had no unknowns

problem solved
Genious
Jhartsock123
Posts: 5
Joined: 2007-05-13 13:53

Re: Caches/Ghosting

Post by Jhartsock123 »

People who call out Ghosting most of the time either don't know what the term means, or the cache was killed legitimately. Cache's although are spawned randomly, are always spawned in a specific area, where ever the mapper places the Cache node, each map could have roughly 300 spawn nodes that are chosen at random, this is observed from personal experience, and might not actually be the case.

Karbala in my opinion has the easiest caches to find because certain compounds are in the middle of the desert by themselves, and are easy to search for unknown spawns. Like the oilfield around Bravo 7-8, it only has about 8 cache nodes, and after playing the map so many times, you know where the spawn nodes are, all you need to do is look.

In my opinion the game-mode should be changed so that there is only ONE cache on the map at one time, being the known cache. When the known dies, a second cache spawns right after, and so on. This will prevent unknown cache hunters from doing their job, prevent Insurgents from spawning, and giving away unknowns, encouraging the insurgent team to defend the only cache by building hideouts, and defenses, and encourage coalition forces to work together to complete the objective, conclusively making the entire Insurgency game-mode much more enjoyable.
Last edited by Jhartsock123 on 2012-03-06 20:18, edited 3 times in total.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Post by dtacs »

One cache is a bad idea. There are certain cache locations that are totally unreachable for the BLUFOR, IE the castle on Archer. TG has had to have rounds skipped when both caches are on Basrah's island as well.
spiked_rye
Posts: 118
Joined: 2011-01-21 12:32

Re: Caches/Ghosting

Post by spiked_rye »

dtacs wrote:One cache is a bad idea. There are certain cache locations that are totally unreachable for the BLUFOR
Agreed. BLUFOR would be royally screwed if a cashe spawned in a cave.

I think the real problem is that an unknown cache is worth the same as a known. It should either be worthless or unkillable (as has been suggested before at least once), so opfor has time to organise a defence. The problem then would be getting people in OPFOR to care about the unknown if it is worthless.
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Caches/Ghosting

Post by SGT.Ice »

pr|Zer0 wrote:Dev's cannot code an algorithm to counter ppl's willing to have an "easy" game and sheer amount of "n00bism". How can you fight against 2 enemy guys linked by some god knows TS server? Ghosting will always plague this game mode.


Anyway:


Try predict caches on 4km maps ;)
Sounds more like speculation and not knowing anything about the previous discussion than fact to me.

Another thing about cache spawns is the radius should get unnerfed back to the old ways. First it was too hard now it's too easy. You people need to make your minds up.
Last edited by SGT.Ice on 2012-03-07 08:02, edited 1 time in total.
pr|Zer0
Posts: 300
Joined: 2008-06-30 12:10

Re: Caches/Ghosting

Post by pr|Zer0 »

-EDITED-
Last edited by pr|Zer0 on 2012-03-07 10:24, edited 6 times in total.
Reason: not worthy-delete post plz
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WhiskeyHotel
Posts: 111
Joined: 2011-04-20 05:12

Re: Caches/Ghosting

Post by WhiskeyHotel »

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Last edited by WhiskeyHotel on 2012-03-30 22:06, edited 1 time in total.
Reason: Bah! Sorry for rezzing thread :(
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LyRiCs
Posts: 93
Joined: 2009-05-03 13:56

Post by LyRiCs »

i want the old way.. 150m radius..
insurgency mode should be "searching house after house for weapon caches and hideouts"

and not:
"oh there is a cache marker, lets attack it must be exact on the marker in the building.. oh ok shoot it with the chopper"
-.-

it has to be a SEARCH and not a permanent attack on cache marker or a run on possible "unknown cache-places" because every veteran knows all the places..
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