The insurgency game mode with its asymetric power projection ability of the BLUFOR and insurgent faction is one of the unique aspects of Project Reality gameplay. I would suggest, however, a small change to the ticket dynamic in the game:
An introduction of a slow ticket bleed on the BLUFOR side once one or two caches are discovered might increase the pressure on the better equipped team to go on the offensive rather than applying a waiting strategy and forcing the insurgents into a AAS type of game mode.
Would love to hear your comments whether you tried this kind of change before and how it went. I am not sure whether I have enough insights when it comes to the ticket dynamics and internals of the BF R game, so I will not provide any practical ticket bleed suggestions.
I think like in the Gaza Strip, IDF has 800 points, which is too long to consume. Sometimes it lasts for an hour and IDF is defeated, but in reality, it only takes half an hour and IDF is already defeated. People are only consuming 800 points.
I think the blue team initially only had 400 points, destroyed a cache, and increased by 150 points.
The better the performance, the more points. The worse, the game will end in 20 minutes
So basically you want to remove the possibility of come from behind wins? These happen much more often on INS maps than on AAS maps btw. Those low ticket BLUFOR wins on INS are some of the greatest moments in the game.
"We will not go quietly into the night! We will not vanish without a fight! We're going to live on, we're going to survive.' Today we celebrate our independence day!"
I disagree, I had a Blurfor win today with 16 tickets left on INS Kunar after battling it out for over an hour. No way that would be possible with this suggestion. We started the last assault on the last cache with 105 tickets left after blowing the other cache,
This suggestion would mean once you're below 100 tickets and you still have 3 caches left or 2 etc. People I feel like would pretty much give up and wait for the round to be over, much like they do when their last flag is captured and they're bleeding tickets in AAS
Catmouse wrote: 2023-05-14 11:40
The insurgency game mode with its asymetric power projection ability of the BLUFOR and insurgent faction is one of the unique aspects of Project Reality gameplay. I would suggest, however, a small change to the ticket dynamic in the game:
An introduction of a slow ticket bleed on the BLUFOR side once one or two caches are discovered might increase the pressure on the better equipped team to go on the offensive rather than applying a waiting strategy and forcing the insurgents into a AAS type of game mode. GeoGuessr Free
Would love to hear your comments whether you tried this kind of change before and how it went. I am not sure whether I have enough insights when it comes to the ticket dynamics and internals of the BF R game, so I will not provide any practical ticket bleed suggestions.
Cheers!
Your suggestion to implement a slow ticket bleed on the BLUFOR side once caches are discovered is actually quite interesting. It could add an extra layer of urgency and reduce the effectiveness of overly passive tactics, where BLUFOR players sometimes prefer to wait rather than push aggressively. This kind of mechanic would push them toward a more proactive role, better reflecting real-world counter-insurgency scenarios.
No. Just no. You send them home in a box manually. If they don't push, they don't win. I can already induce high ticket losses with "Iron sight sniper mentality"... "binocular scan aggressively"... "IED wall caches" ..." Choke point roadblocks everywhere".. "Be the booby trap".."1 man per window."... "Civilians pretend to take cover with your binoculars out"..."Fighter grab attention, get shot at then peek a readied civilain"
Games are supposed to be a fun hour like they always have been and you want them to be shorter because you need help eliminating them. If you want enemy eliminated more train friendlies, guide them to a list of options, ways to kill, survive, repeat. They will get 0 caches sometimes and need all those tickets, enjoy the hour long kill fest.
If they hang back then they don't get cache, you win, they need to decide when and how to strike, you take that time to set IED where friendly will miss walking around and BLUFOR will take cover on, medic dragging and reviving people onto corners, the BLUFOR side of cover.
Think, then instruct, less harm to insurgents by insurgents.
Cache is just like a flag, attacking a flag is the same as defending a flag. So as insurgent attack the cache you can use, throw endless suppression through view distance into everywhere you have no friendly until you see the enemy.
Bullet storm on top of every other tactic. I like my hours long hornets nest, I want to keep my hornets nest.
Players who make teams need balancing one year are better the next, insurgency is a hard win if BLUFOR followed every single Super FOB plus all armor assets surrounding a cache, its easy wipe that way, but BLUFOR gets uncohesive players unbalanced too.
It fights out how it fights out and I don't want it any shorter or longer.
The developers spent time calculating the ticket counts and adjusting over the year to keep it to 1 hour on average, a worse team can easily make it shorter, infantry insurgency layouts even more so.
They can sit back and camp you from distance with tank, you need to change up your tactics, don't peek, don't give them the satisfaction, find gaps to be concealed from tank but shoot infantry, troll tank with bullets.
RPG fired next to it impacting but you were just out of angle of it, making it move unable to fire, increase their stress and paranoia, decrease their comfort. People troll friendly for fun, but rarely mess with the minds of enemy.
Teach people awareness so they don't die or get seen by thermal armor. Ideally everyone should have the skills of Rambo but with teamwork.
On maps like Gaza with 800 tickets you need to complete multiple tasks like roadblocks and maintain them to win, be the booby trap. What do roadblocks need to defend them? Ammo, RPG, IEDs out far infront, rifleman. One man with an RPG and ammo can lay in wait, a 2nd assistant with rifle.
So many psychological games you can play with tanks just shooting bullets at them, distracting them or showing them "Hey that could a have been an RPG" making them sit there, delay and lose attention. Troll the armor.
When I am on these simple easy to do instructions increases ways they die, so just say them. Games are supposed to be 1 hour long, we have a 4 hour timer. Its not about "being together" cohesion, its about 1 man being a booby trap in view of another.
Awareness to gunshot noises and everything else to find target opportunity.
Then how much damage one man can do building roadblocks even up to 25% so they stay as psychological barriers, 4 stay up weak for price of 1.
Placing IED walls, shooting enemy making them come to look for him but he disappeared because they would rather waste resources looking for that hit and run insurgent than go for the cache. Its psychological stuff.
Insurgency plays out how it should and it should stay that way.
1 Man per piece of cover, Move cover to cover. In view of each other to save each other by shooting, distraction, division of enemy attention and ammo. 1 man hit per RPG/tank shell/mortar spread formation full time. Edge of cap zone. Use camouflage, police up each others exposure, no man seen sticking out. Scan aggressively with eyes and ears for anything suspect, even for birds disturbed to fly out of trees