Removing insurgent main bases

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doop-de-doo
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Re: Removing insurgent main bases

Post by doop-de-doo »

Gracler wrote:Lastly any regular vehicle Trucks and cars spawn with 0 ammo and can be brought to a weapon cache and be "armed" with c4 after 1 min and is now a bomb vehicle.
You read my mind. Somewhat like how logistic trucks can be rearmed, bomb vehicles can be armed. Once armed at a hideout (or cache), the driver only needs to select the bomb and right click.

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=-=kittykiller
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Re: Removing insurgent main bases

Post by =-=kittykiller »

doop-de-doo wrote:You read my mind. Somewhat like how logistic trucks can be rearmed, bomb vehicles can be armed. Once armed at a hideout (or cache), the driver only needs to select the bomb and right click.
excellent idea !
SGT.Ice
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Re: Removing insurgent main bases

Post by SGT.Ice »

Anderson29 wrote:the point of the cache is to defend it so you could maybe win the game.

main bases are used and put in place mainly for vehicles, to repair and rearm them. to me it wouldnt make sense that you would have to repair a techi at a cache....

but if this was put in place then the intel system could get thrown out the window cuz then blufor should have to gather their own intel as they sometimes do when they get unknowns....and i also think for this to be a viable option to insurgency...blufor base should be attackable....
Instead of repairing them at all why not just have more of them abundantly available with lower spawn times or more vehicles available in general.

The intel system as it is is archaic & broken.

Now a days people shoot civis regardless of what they're doing 90% of which become martyrs.

If BLUFOR mains were attackable like they were back in 0.7 (Bar crappy server rules) then they'd need to be allowed to deploy wire, more HMGs, etc. Some of the bases such as Basrahs would need to be redesigned & the towers made more useful.


One good thing about removing DoD from BLUFOR mains on insurgency is that it would give Combat Engineers/HATs a real purpose. The combat engineer would be less for rushing caches and more about area denial/doing it's real job.

___________________________________________________________________________________________________

In light of such if we were to consider all of this we'd need to reset IED's back to their old strength so they would be feared as they are in real life & capable of annihilating infantry/vehicles within their radius. The IED was intended for area denial and causing fear much like snipers, except on a wider scale, they were meant to litter roads, not to be side lined from hardcore nerfing from people complaining about their liberal use.

The RPG would need to get unnerfed finally so it would be effective at at range without the 8 second ****. (Yes it can suck to get an insurgent team that's smart enough to have 17 RPGs, but your snipers & marksman should be taking care of those.)



Road blocks would make a nice addition so long as they're effective.

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The idea of placing caches/moving them as i've suggested in the past is always butchered to death by forum kiddies. Everyone looks at all the possible ways it can be exploited rather than how it could modernize the game mode or update it. Had a discussion with someone about that last night with using a truck similar to a gary that would have the ability to move it.


Instead of repairing at a hideout why not have neutral gas stations or somewhere that would have tools such as a garage you can drive to. It could expand beyond Insurgency into other game modes & would give the BLUFOR a place to repair inside the city limitedly, for instance if you're tracked and can make it there you can repair, but it would take longer compared to a low tech Technical.

The idea of an insurgent main base being secure is a bit questionable, when you're the defending side in an invasion you're often not safe & always anxious about when/where/how you will be attacked, spawning all around the map would give the insurgents the old feel of being everywhere while being no where. Which is what an insurgency is about. They are not a conventional force that is in a static position/easily found, they are everywhere, anywhere and no where all at once.
Last edited by SGT.Ice on 2013-05-08 00:40, edited 4 times in total.
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doop-de-doo
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Re: Removing insurgent main bases

Post by doop-de-doo »

SGT.Ice wrote:Instead of repairing at a hideout why not have neutral gas stations or somewhere that would have tools such as a garage you can drive to. It could expand beyond Insurgency into other game modes & would give the BLUFOR a place to repair inside the city limitedly, for instance if you're tracked and can make it there you can repair, but it would take longer compared to a low tech Technical..
That might be hard to pull off as armor would find it difficult to be repaired at neutral locations. Repairing at hideouts, on the other hand, would simulate hidden insurgent workshops and garages.

SGT.Ice wrote:The idea of an insurgent main base being secure is a bit questionable, when you're the defending side in an invasion you're often not safe & always anxious about when/where/how you will be attacked, spawning all around the map would give the insurgents the old feel of being everywhere while being no where. Which is what an insurgency is about. They are not a conventional force that is in a static position/easily found, they are everywhere, anywhere and no where all at once.
Here you have hit the nail on the head.

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Pronck
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Re: Removing insurgent main bases

Post by Pronck »

Remove the BLUFOR DoD for their main base, if the insurgents don't get a safe haven because they don't have it in real-life nor should the coalition forces have a safe haven since they have been attacked a lot of times in their patrol bases etc.
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doop-de-doo
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Re: Removing insurgent main bases

Post by doop-de-doo »

B.Pronk(NL) wrote:Remove the BLUFOR DoD for their main base, if the insurgents don't get a safe haven because they don't have it in real-life nor should the coalition forces have a safe haven since they have been attacked a lot of times in their patrol bases etc.
BLUFOR always have safe havens, even if there are incidents.

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Anderson29
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Re: Removing insurgent main bases

Post by Anderson29 »

in order to have a safe haven u have to have security....both sides, insurgents and blufor dont want to have to pull security during the hour of gameplay during the round...so dod plays this role....and i believe if u take it away from one side...you should take it away from the other side....to be fair.
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doop-de-doo
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Re: Removing insurgent main bases

Post by doop-de-doo »

Anderson29 wrote:in order to have a safe haven u have to have security....both sides, insurgents and blufor dont want to have to pull security during the hour of gameplay during the round...so dod plays this role....and i believe if u take it away from one side...you should take it away from the other side....to be fair.
The difference between BLUFOR and insurgents is that most of the time insurgents could just drop their weapon and disappear. They didn't really need a safe zone. If people still want a DOD safe zone, that's fine, but if they want ammo and weapons, they should have to get it from the source, the weapons caches.

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Pronck
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Re: Removing insurgent main bases

Post by Pronck »

Stop raping the bloody insurgency mode by making it all in BLUFORs favor... that is what annoys me.
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=-=kittykiller
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Re: Removing insurgent main bases

Post by =-=kittykiller »

another crazy idea some maps don't even suit the idea of acquiring intel. I SEE 2 WAYS FOR INS TO GO

1st way no intel, at all. Caches on logi truck technicals that are deployed. Vehicle bombs same system. Blufor have DOD and search map for caches. ( so sad I just realized glitiching, but fobs work 90% of time bigger caches? )

2nd way blufor has 45 mins to destroy standard v1.0 cache or else they loose equal tickets to they gain if its killed. NO DOD

Now say Fallujah west I would say is close to being the top insurgency map IMHO. What do you think. maybe combine the two formats? I would love to see many vehicles parked all over map.
=-=kittykiller
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Re: Removing insurgent main bases

Post by =-=kittykiller »

BUMP with relation to Vehicles being loaded with bombs caches etc.

]these are my suggestions for insurgency 2.0,

// random or 3 small spawns around dog boxes. dog box also provide ammo.

//ability to build road blocks Vehicle repair is cache based.

// collaborator is one ticket and 10 intel lost

// blufor must attack cache within 45 mins or it is moved and they loose equal tickets to, destroying it gains them

// no specialist bomb cars . Many vehicles spawn on map all over, artillery ied OR ied at cache added to vehicle either upgrades it or passenger presses fire. (bikes excluded)

//no main base 2 cache, insurgents get 5 mins at start of round to setup. Maybe server side option of random bog boxes.

//strip insurgency back as far as possible. I.E no adding of strange timers etc[/COLOR]

what do you think is this possible I would play it.

(I haven't taken into account the techies,simplest solutions are always best... maybe they spawn at cache or else commader requested or just a DOD vehicle depot that isn't allowed to be camped)
doop-de-doo
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Re: Removing insurgent main bases

Post by doop-de-doo »

=-=kittykiller wrote:these are my suggestions for insurgency 2.0, whilst keeping 1.0

//2 caches

// random or 3 small spawns around dog boxes. dog box also provide ammo.

//ability to build road blocks Vehicle repair is cache based.

// collaborator is one ticket and 10 intel lost

// blufor must attack cache within 45 mins or it is moved and they loose equal tickets to, destroying it gains them

// no specialist bomb cars . Many vehicles spawn on map all over, artillery ied OR ied at cache added to vehicle either upgrades it or passenger presses fire. (bikes excluded)

//no main base 2 cache, insurgents get 5 mins at start of round to setup. Maybe server side option of random bog boxes.

//strip insurgency back as far as possible. I.E no adding of strange timers etc


what do you think is this possible I would play it.

(I haven't taken into account the techies,simplest solutions are always best... maybe they spawn at cache or else commader requested or just a DOD vehicle depot that isn't allowed to be camped)
=-=kittykiller wrote:BUMP with relation to Vehicles being loaded with bombs caches etc.

]these are my suggestions for insurgency 2.0,

// random or 3 small spawns around dog boxes. dog box also provide ammo.

//ability to build road blocks Vehicle repair is cache based.

// collaborator is one ticket and 10 intel lost

// blufor must attack cache within 45 mins or it is moved and they loose equal tickets to, destroying it gains them

// no specialist bomb cars . Many vehicles spawn on map all over, artillery ied OR ied at cache added to vehicle either upgrades it or passenger presses fire. (bikes excluded)

//no main base 2 cache, insurgents get 5 mins at start of round to setup. Maybe server side option of random bog boxes.

//strip insurgency back as far as possible. I.E no adding of strange timers etc[/COLOR]

what do you think is this possible I would play it.

(I haven't taken into account the techies,simplest solutions are always best... maybe they spawn at cache or else commader requested or just a DOD vehicle depot that isn't allowed to be camped)
Something tells me this is the wrong thread.

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=-=kittykiller
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Re: Removing insurgent main bases

Post by =-=kittykiller »

no it not th wrong thread the general synopsis was a bit hard to get I suppose,

well I guess im saying lets use the caches as insurgent mains do away with ins main only vehicle repair.

No DOD for Blufor if they know where the ins caches are i.e. in the current system

Yes DOD for Blufor if the system is changed to remove intel completely. therefore they must do more searching.
ryan d ale
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Re: Removing insurgent main bases

Post by ryan d ale »

B.Pronk(NL) wrote:Remove the BLUFOR DoD for their main base, if the insurgents don't get a safe haven because they don't have it in real-life nor should the coalition forces have a safe haven since they have been attacked a lot of times in their patrol bases etc.
Server rules will ban people who attack....

Even if it's not RPG and just PKM.

Problem is IRL blufor have obvious main bases that get attacked by small arms, VBIED, B10, Mortar, RPG and various other rockets but IRL insurgents tend to not have 'main bases' but just operate from a normal looking house or from a small camp and as such aren't often attacked at 'bases'.
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Gracler
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Re: Removing insurgent main bases

Post by Gracler »

ryan d ale wrote:Server rules will ban people who attack....

Not that long ago there where 1 server in particular that had a rule something like main base attacks allowed but not encouraged. I believe it was after the invention of dome mortar shields so it could not be exploited with mortar spam on vehicle spawn.

I actually liked that rule and using the main-base watch-towers made sense to spot and take out incoming bomb cars. placing all those fancy defensive weapons on main bases and have a rule that says... no it is just a prop... your not allowed to fire it is disappointing and odd. This goes for AAS also..... As long as the main base has protected player spawn points i don't see why enemy's can't try to come in and take of vehicles if they are undefended, buy i guess it comes down to lack of players to spare. Often there is players waiting around for vehicles and they could defend there while doing so.
Last edited by Gracler on 2013-05-13 10:29, edited 3 times in total.
ryan d ale
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Re: Removing insurgent main bases

Post by ryan d ale »

Gracler wrote:Not that long ago there where 1 server in particular that had a rule something like main base attacks allowed but not encouraged. I believe it was after the invention of dome mortar shields so it could not be exploited with mortar spam on vehicle spawn.
I believe NWA used to have a similar rule.

You made other valid points though.

Too bad BF2 probably doesn't support AI base defence in MP.
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Darman1138
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Re: Removing insurgent main bases

Post by Darman1138 »

I think you'd just have to not give them any paths outside of the base they're defending.
Anderson29
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Re: Removing insurgent main bases

Post by Anderson29 »

=-=kittykiller wrote:no it not th wrong thread the general synopsis was a bit hard to get I suppose,

well I guess im saying lets use the caches as insurgent mains do away with ins main only vehicle repair.

No DOD for Blufor if they know where the ins caches are i.e. in the current system

Yes DOD for Blufor if the system is changed to remove intel completely. therefore they must do more searching.
Ya give insurgents a repair station that can be droped out of a vehicle like blufor and I could see this suggestion happen....though if that vehicle gets taken out then where does it spawn? Build a hideout and get a vehicle? How often? Which type of vehicle? Is it random? Could I repeatedly build and destroy hideouts to get the vehicle I need?

I still fear this will harm even more the already severely disadvantaged opfor
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doop-de-doo
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Re: Removing insurgent main bases

Post by doop-de-doo »

Anderson29 wrote:Ya give insurgents a repair station that can be droped out of a vehicle like blufor and I could see this suggestion happen....though if that vehicle gets taken out then where does it spawn? Build a hideout and get a vehicle? How often? Which type of vehicle? Is it random? Could I repeatedly build and destroy hideouts to get the vehicle I need.
I'm not sure how hard it would be to allow insurgents to request/repair vehicles off hideouts; this is up to DEVs. I've already seen one post concern over abuse and glitching. Unless one really tries to get a FSB asset into a building, it usually won't. If the request-vehicle spawners follow the same control as for deploying FSB assets, it should restrict the frequency of glitching. As far as sorting out height levels to attempt to keep vehicles on the ground, there's this thread: Working with map heights
Anderson29 wrote:How often? Which type of vehicle? Is it random? Could I repeatedly build and destroy hideouts to get the vehicle I need.
The availability of vehice type would depends on python coding. There would be a set time between vehicle spawn availability, and a control for how many vehicles are currently on the map. In theory, yes, following the above filter, you could build a hideout and request a vehicle.
Last edited by doop-de-doo on 2013-05-13 17:24, edited 3 times in total.

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SGT.Ice
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Re: Removing insurgent main bases

Post by SGT.Ice »

doop-de-doo wrote:That might be hard to pull off as armor would find it difficult to be repaired at neutral locations. Repairing at hideouts, on the other hand, would simulate hidden insurgent workshops and garages.
Armor could repair enough just to get untracked then they'd have to go back to main to repair the rest of the way is what I was getting at, this dosen't cover just armor, it's more for the light vehicles which could be repaired for the most part at a garage, armor would need some serious refurbishing to get it back in fighting condition.
Anderson29 wrote:in order to have a safe haven u have to have security....both sides, insurgents and blufor dont want to have to pull security during the hour of gameplay during the round...so dod plays this role....and i believe if u take it away from one side...you should take it away from the other side....to be fair.
Reminds me of those discussions on TBA & the last time that came up in the suggestion forum.




If we're going to be removing the main, the RPG needs to go back to the old days when it was possible to use it at farther ranges & the deviation settle time would need to go back down to 4 again or the deviation would need to be nerfed back to where it was.

I've played a game of fallujah where we had a cache in A6 & 17 RPGs, how the games play out is all about the people playing.




Aside from caches we should also be able to let the commander spawn ammo dumps away from the cache anywhere they choose or at pre set locations around the map if we're going to remove main.



The pre spawn points found on Basrah at the start of the round should be expanded & remain all game to give the insurgents the ability to wage actual Guerilla Warfare. As insurgency stands, you know exactly where your enemy is & what he's doing. When we fought the NVA in Vietnam similar to Insurgents & Taliban, whomever else today across the Middle East we don't know where they are at all times, they don't put a sign up saying "Bad guys next right". They blend with the population they look like every guy walking down the road till they tie a shamagh around their heads/pick up a gun.
Last edited by SGT.Ice on 2013-05-16 02:56, edited 2 times in total.
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