Removing insurgent main bases
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=-=kittykiller
- Posts: 282
- Joined: 2012-02-12 18:43
Re: Removing insurgent main bases
i really enjoy this mechanic, as it is sometimes it just feels like vehicles are to vulnerable in PR.
The light vehicles stopping at x damage is a good idea, we could stop a car forcing the troops to exit.
the combat engineer being able to repair light vehicles would be excellent. Further him being able to repair heavy assets just enough to be able to move again would be awesome.
I am worried is this even possible? Would implementing it require heavy assets to have far more HP's because I would be in favour of that say double the HP's but at 50% they tracked.
I really think its a shame when a tank just gets blown up or FOR THAT MATTER AN APC.
Killing all crew.
This would be a great thing to bring to PR, if it were possible to implement it.
In closing does anyone have a fix that would work within the GAME ENGINE?
Could this be exploited, i.e. cudnt the combat engineer just keep reloading or re-repairing the heavy asset?
How long would he need to have his wrench cool off so to speak 10 mins maybe or more!
Or THE HEAVY ASSETS have so many HP that when it comes to a light vehicle yes it can be repaired significantly in one go.
BUT FOR HEAVY ASSETS the amount of HPS they have make the repair always insignificant?!
Im almost certain it is not possible to have separate states of repair correct? so for instance its repaired to one state only? like when we have the flame effect.
In conclusion we already have repair kits on logis, so maybe the combat engineer could just repair LIGHT VEHICLES a LITTLE and SLOW ?
This in tandem with some sort of disabled at 60% damage system.
scenario < light vehicle stopped in on the road by gunfire.
scenario < heavy asset disabled by HAT kit.
The light vehicles stopping at x damage is a good idea, we could stop a car forcing the troops to exit.
the combat engineer being able to repair light vehicles would be excellent. Further him being able to repair heavy assets just enough to be able to move again would be awesome.
I am worried is this even possible? Would implementing it require heavy assets to have far more HP's because I would be in favour of that say double the HP's but at 50% they tracked.
I really think its a shame when a tank just gets blown up or FOR THAT MATTER AN APC.
Killing all crew.
This would be a great thing to bring to PR, if it were possible to implement it.
In closing does anyone have a fix that would work within the GAME ENGINE?
Could this be exploited, i.e. cudnt the combat engineer just keep reloading or re-repairing the heavy asset?
How long would he need to have his wrench cool off so to speak 10 mins maybe or more!
Or THE HEAVY ASSETS have so many HP that when it comes to a light vehicle yes it can be repaired significantly in one go.
BUT FOR HEAVY ASSETS the amount of HPS they have make the repair always insignificant?!
Im almost certain it is not possible to have separate states of repair correct? so for instance its repaired to one state only? like when we have the flame effect.
In conclusion we already have repair kits on logis, so maybe the combat engineer could just repair LIGHT VEHICLES a LITTLE and SLOW ?
This in tandem with some sort of disabled at 60% damage system.
scenario < light vehicle stopped in on the road by gunfire.
scenario < heavy asset disabled by HAT kit.
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
Re: Removing insurgent main bases
When an heavy assets gets killed in INS it is mostly because of IEDs, you know why? Because most SLs of squadleaders find it nonsense to have guys checking for IEDs in front of them or clearing bridges. Have you ever seen a proper EOD squad? I did once or twice with 2 of my mates, you only need a medic, engineer and maybe a sniper for long-range engagements. As a vehicle take a .50 cal rover and just drive along with the armor checking for IEDs, RPG firing points etc. That combat engineer kit isn't only to C4 rush a cache, use it to disarm minefields or blow up objects and firing points.
The repair function is right as it is now, engineers can fix the light vehicles and they need heavier equipment for the heavier vehicles. So you can actually immobilize the vehicles and not repair it vanilla-like.
For the insurgents main-base being removed, I don't like it unless the maps get a major revamp or we get very good new maps because with maps like Al-Basrah you simply rape the insurgents in their butt-hole without using lube due to how the map is made. On Fallujah you maybe can fix it, but that is also very hard if you have to defend 2 caches at a time. The only map where it will work on is Korengal since it is already there (kind of).
The repair function is right as it is now, engineers can fix the light vehicles and they need heavier equipment for the heavier vehicles. So you can actually immobilize the vehicles and not repair it vanilla-like.
For the insurgents main-base being removed, I don't like it unless the maps get a major revamp or we get very good new maps because with maps like Al-Basrah you simply rape the insurgents in their butt-hole without using lube due to how the map is made. On Fallujah you maybe can fix it, but that is also very hard if you have to defend 2 caches at a time. The only map where it will work on is Korengal since it is already there (kind of).
We are staying up!
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=-=kittykiller
- Posts: 282
- Joined: 2012-02-12 18:43
Re: Removing insurgent main bases
I paraphrase, also no one ever goes doing the check for vehicles thingB.Pronk(NL) wrote: you know why? Because most of guys Have seen I did once or twice with 2 of my mates, in their butt-hole without using lube.
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Murphy
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: Removing insurgent main bases
Best=-=kittykiller wrote:I paraphrase, also no one ever goes doing the check for vehicles thing
paraphrase
EVER!
Let's end this on a high note mehbeh?
Nah but seriously this idea could have merit, but a lot the current INS maps wouldn't give the insurgents much chance to do anything. What if known caches remained spawnable and can only be overrun like a FOB? Having random spawns all over would mean having those insurgent rally point all over the city which are easy enough for blufor to find and stab, maybe even camp if they know it is near a cache.
Would need some serious work from mappers to be pulled of in a fair way, but maybe with new INS maps it could be incorporated from the get go?

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ExeTick
- Posts: 855
- Joined: 2011-01-13 22:50
Re: Removing insurgent main bases
where should Insurgent assets spawn if INS mains were removed?
not at a cache for sure. they would be mortared instantly.
if a spawn point is placed in a town like basrah next to a building it will get camped by people. So I think removing Insurgent main is a bad thing.
not at a cache for sure. they would be mortared instantly.
if a spawn point is placed in a town like basrah next to a building it will get camped by people. So I think removing Insurgent main is a bad thing.

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doop-de-doo
- Posts: 827
- Joined: 2009-02-27 12:50
Re: Removing insurgent main bases
We've been discussing the interests of spawning/requesting vehicles at hideouts -- maybe repairing them there too.ExeTick wrote:where should Insurgent assets spawn if INS mains were removed?
not at a cache for sure. they would be mortared instantly.
There would be more than one spawn point. Think of Ramiel at round start.ExeTick wrote:If a spawn point is placed in a town like basrah next to a building it will get camped by people.
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fabioxxxx
- Posts: 180
- Joined: 2009-07-02 01:12
Re: Removing insurgent main bases
removing ... no
maybe some random spawn points in the maps like the parachute thingy
maybe some random spawn points in the maps like the parachute thingy
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ExeTick
- Posts: 855
- Joined: 2011-01-13 22:50
Re: Removing insurgent main bases
I say no aswell to removing INS main. assets will spawn randomly and retards will steal assets by requesting it or just taking it, and say it was just abandonded there.
and by having to request an asset the risk of it spawning inside a building is to big.
so I think Insurgents need there main for there assets and that is the only reason for me why INS should still have there main.
one good thing about this is people will start to build there freaking hideouts.
and by having to request an asset the risk of it spawning inside a building is to big.
so I think Insurgents need there main for there assets and that is the only reason for me why INS should still have there main.
one good thing about this is people will start to build there freaking hideouts.

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Heavy Death
- Posts: 1303
- Joined: 2012-10-21 10:51
Re: Removing insurgent main bases
Would be a welcome change. Insurgents would feel like part of the city. Also, instead of caches, ammo techies could carry the weapons around, like APCs do? Caches keep the 2 MGs and 2 RPGs.
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doop-de-doo
- Posts: 827
- Joined: 2009-02-27 12:50
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doop-de-doo
- Posts: 827
- Joined: 2009-02-27 12:50
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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: Removing insurgent main bases
The idea is good but only in theory. personally i cant see this working in a public server that well things would fall apart very fast.
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=-=kittykiller
- Posts: 282
- Joined: 2012-02-12 18:43
Re: Removing insurgent main bases
as you know i am also n favour of this, here is what i think
>start game random spawns
>insurgent commander have commander rally
>build dog boxes (hideout)
>vehicles spawn across map
>vehicles are generic car or truck
>kit on the cache creates bomb vehicle i.e. when planted on car the driver has option of >select bomb > right click
>IF the above system is impossible i favour basic sticky C4 2 man suicide squads.
>ammo techi kit works same way
>vehicle repair is buildable
>barricades are buildable
>Techis need to be kept simple. cant they just spawn. Insurgent commander gets a 5 min warning and marker on his map.
new thought all insurgent vehicles are blufor property, they cant be destroyed without team vehicle damge, only once they are armed with a bomb kit do they become op for property.
give civis a video camera instead of binos (exactly the same)
Penalty tickets for not destroying cache within 40 mins then it moves.
i want the insurgents to take over the city, and in INS AAS 64 we can have a main base and declare war.
>start game random spawns
>insurgent commander have commander rally
>build dog boxes (hideout)
>vehicles spawn across map
>vehicles are generic car or truck
>kit on the cache creates bomb vehicle i.e. when planted on car the driver has option of >select bomb > right click
>IF the above system is impossible i favour basic sticky C4 2 man suicide squads.
>ammo techi kit works same way
>vehicle repair is buildable
>barricades are buildable
>Techis need to be kept simple. cant they just spawn. Insurgent commander gets a 5 min warning and marker on his map.
new thought all insurgent vehicles are blufor property, they cant be destroyed without team vehicle damge, only once they are armed with a bomb kit do they become op for property.
give civis a video camera instead of binos (exactly the same)
Penalty tickets for not destroying cache within 40 mins then it moves.
i want the insurgents to take over the city, and in INS AAS 64 we can have a main base and declare war.
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doop-de-doo
- Posts: 827
- Joined: 2009-02-27 12:50
Re: Removing insurgent main bases
Is it any vehicle that can be transformed into a bomb or only specific types?
What would be the appropriate time required to load the bomb? 1, 2, 3, 5 min?
Would longer loading time mean more bombs?
What would be the appropriate time required to load the bomb? 1, 2, 3, 5 min?
Would longer loading time mean more bombs?
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=-=kittykiller
- Posts: 282
- Joined: 2012-02-12 18:43
Re: Removing insurgent main bases
yes all vehicles ,this posses the question Garry? hmmmm maybe just have a huge ied spawndoop-de-doo wrote:Is it any vehicle that can be transformed into a bomb or only specific types?
What would be the appropriate time required to load the bomb? 1, 2, 3, 5 min?
Would longer loading time mean more bombs?
instant load time cant be activated for 5 mins i like that.
perhaps waves of bombs as the kits spawn and are added to vehicles they are assembled somewhere safe ready for their orders?
on public they wud just get loaded driven to a safe place then of they go.
Perhaps a bomb car has a graffitti tag added to the out side of the model something subtle, to distinguish it.


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=-=kittykiller
- Posts: 282
- Joined: 2012-02-12 18:43
Re: Removing insurgent main bases
this meens insurgents can create their own bases.=-=kittykiller wrote:as you know i am also n favour of this, here is what i think
>start game random spawns
>insurgent commander have commander rally
>build dog boxes (hideout)
>vehicles spawn across map
>vehicles are generic car or truck
>kit on the cache creates bomb vehicle i.e. when planted on car the driver has option of >select bomb > right click
>IF the above system is impossible i favour basic sticky C4 2 man suicide squads.
>ammo techi kit works same way
>vehicle repair is buildable
>barricades are buildable
>Techis need to be kept simple. cant they just spawn. Insurgent commander gets a 5 min warning and marker on his map. perhaps 10 loacations on the map
Penalty tickets for not destroying cache within 40 mins then it moves.
Last edited by =-=kittykiller on 2013-05-29 15:08, edited 1 time in total.
- Mineral
- Retired PR Developer
- Posts: 8534
- Joined: 2012-01-02 12:37
- Location: Belgium
Re: Removing insurgent main bases
the amount of work to the mod this idea needs is astonishing. if you want to go threw with this, get a mapper, get a python coder and start working on this. But don't look at it as insurgency, call it something new.Cause insurgency already too much has it's roots in PR. You can't just change all those maps. It would take too much work. Start with a new gamemode on a new map.
But I doubt this can ever realistically come into the mod. Don't want to make you guys all sad, but when you make a game suggestion, you have to look at it realistically in the terms on implementation to a already existing mod. I don't see it happen and neither would I be interested in playing this over the current insurgency gamemode.
But I doubt this can ever realistically come into the mod. Don't want to make you guys all sad, but when you make a game suggestion, you have to look at it realistically in the terms on implementation to a already existing mod. I don't see it happen and neither would I be interested in playing this over the current insurgency gamemode.
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
Re: Removing insurgent main bases
Call it Uprising
Last edited by Pronck on 2013-05-29 15:33, edited 1 time in total.
We are staying up!
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=-=kittykiller
- Posts: 282
- Joined: 2012-02-12 18:43
Re: Removing insurgent main bases
mineral wouter, firstly its only a small shift.
whats the big deal!!! your being very negative
>the main difference is their isnt a main base thats it.
>the random spawning of the techis is probably completely doable, 5 locations and if a location is blocked it rolls a new random spawn. (this is already in game for caches)
>o and a kit that creates a bomb car dnt think thatd be too hard (placeholder sticky IEDS)
>sandbags, (placeholder for barricades)
>buildable VCP (model is in game mechanics are in game)
not a huge amount of stuff here, you negative nancy! this would shift focus to the caches again
whats the big deal!!! your being very negative
>the main difference is their isnt a main base thats it.
>the random spawning of the techis is probably completely doable, 5 locations and if a location is blocked it rolls a new random spawn. (this is already in game for caches)
>o and a kit that creates a bomb car dnt think thatd be too hard (placeholder sticky IEDS)
>sandbags, (placeholder for barricades)
>buildable VCP (model is in game mechanics are in game)
not a huge amount of stuff here, you negative nancy! this would shift focus to the caches again
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BroCop
- Posts: 4155
- Joined: 2008-03-08 12:28
Re: Removing insurgent main bases
I dont think you realize how "little" work needs to be put into that in reality...



