Weapons Caches

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Post Reply
{9thInf}GunnyMeyer
Posts: 164
Joined: 2006-08-15 02:31

Weapons Caches

Post by {9thInf}GunnyMeyer »

Here's a suggestion for you Devs. First though, story time: http://www.chinadaily.com.cn/english/do ... 394689.htm
The jist of that article is that Marines sweeping through Fallujah in '04 found enough weapons to fuel a Nation wide insurgency. That means that there were enough weapons and ammunition there to fuel the insurgency there for a LONG time.
Now for the suggestion: what if we put "weapons caches" all over the Al Basrah and any other Insurgent map. Use those ammo dump models for it and have them act as the SL beacons as far as their weapons requesting ablilty goes. Have them a bit more durable, as in the only way to clear them is with a C4 charge but they make a BIIIIIIIIG boom. Have the Insurgents start out with a very very large amount of requestable kits but have that number lower as they caches are destroyed by Marines sweeping the city. However, do not just have them dotting the area around CPs, have them EVERYWHERE, underground in the middle of the desert under rocks, under buildings, inside buildings, on top of buildings, in Mr. Durka the Businessman's backyard, Mr. Durka's Neighbor, Mr. Sherpa's Garden, absolutly everywhere. This would make Grails, PKMs, and maybe even some of the more deadly weapons like the Eryx or Sraw and perhaps some deployable 500lbs bombs (Arnold Schwarzenegger is a terrorist) as IEDs could be there also to simulate Outside the country insurgents and stuff like that. It would make the game pretty touch on the US as they would have even tougher weapons to deal with but could take them out if they found them to be too much of a problem. I would love facing that as USMC and would love using them as Insurgent.
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Post by Mongolian_dude »

Erm...Weapons caches are quite frequent throughtout Albasrah. There is a Total of 12, FAR more than any other map.

...mongol...
Military lawyers engaged in fierce legal action.

[INDENT][INDENT]Image[/INDENT][/INDENT]
Happy-n00b
Posts: 83
Joined: 2006-12-25 00:20

Post by Happy-n00b »

Yeah...well, ya know, im not to exited about being a marine on Al-Basrah and having to fight the insurgents when every single Mr. Durka-Durka has a frikin' PKM or Sniper rifle. No thanks, 12s enough.
This quote was removed due to a sole complaint by
oS2007! :o

My philosiphy: Why listen to authority when you have to?
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

I think hes talking about Ammo dumps, am i correct?
well would work better with ammo dumps than pickups kits any ways.
Image
{9thInf}GunnyMeyer
Posts: 164
Joined: 2006-08-15 02:31

Post by {9thInf}GunnyMeyer »

I mean so that instead of just having one or 2 kits lying on the ground, have one of those ammo resupply stations that the Insurgents have lying all over the map and have those serve as requestable kit points. Then take out the random weapons lying on the ground and there you go, realistic weapons caches.
Billy_Crook_Foot
Posts: 112
Joined: 2006-12-05 11:35

Post by Billy_Crook_Foot »

The only problem is that everyone knows where the "secret" weapon caches are. The start of every round would be a "dash to the cache" before the US arrives to blow it up and limit (i.e. unbalance) the Insurgent's options....
Guerra
Posts: 365
Joined: 2007-02-15 17:19

Post by Guerra »

No, there would be tons of weapon caches that would only work if the insurgents had the checkpoint it belonged to.

Right now theres tons of ammo caches all over the place. It should be so you can request kits there. Its a bit of a pain walking into the middle of the desert to get an M95. A bit silly I think. But thats just me.
Smitty4212
Posts: 322
Joined: 2006-07-24 02:15

Post by Smitty4212 »

As long as the kits were still limited to an extent (so not every insurgent could have a PKM and SVD and Grail), I could see this being a decent idea. I'd much prefer the ammo dumps to be spawn points instead, though. And get rid of spawn cars.
{9thInf}GunnyMeyer
Posts: 164
Joined: 2006-08-15 02:31

Post by {9thInf}GunnyMeyer »

Yeah, i bet there is a way to set up random spawns also, so that there sare say 10 Weapons Caches somewhere one the map and there are say 25 areas where they may spawn at the beginning of the round. Then they just randomly spawn there every round, so the Marines have to go looking everywhere to find them and cut the insurgents from their precious Rambo Guns and Grails and Boom sticks (dunno what to call a dragunov other than dragunov lol). And sure, why not make them spawns, cause the insurgents to be even more unpredictable. Also, these can't move about so it fixes the problems of the Insurgents having to walk everywhere. It isn't nice of Mr. Sherpa to steal Mr. Durka's car without giving a him a ride, but now Mr. Durka doesn't need to ride with him, he can spawn closer and get a Rambo gun, all within walking distance of the Evil Infidels!!!!
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

I like the idea. I think the insurgents should use the request system to begin with. It would make it a bit more conveinant for the insurgent team to aquire the limited weapons. Having to request them from the caches is a good idea.

As some of the others suggested, spawning on the caches would be nice. Although the U.S soldiers should be capable of destroying them, make it so that Insurgents are capable of repairing the caches too for continued use. This way, a sneaky mechanic can slip past the enemy, repair a previously destroyed cache, and flank the U.S team. Adds an interesting dynamic to the respawn system.
TexLax
Posts: 541
Joined: 2007-02-14 01:38

Post by TexLax »

how do you repair some boxes of explosives? i was gonna suggest the random spawn points.
Image
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

TexLax wrote:how do you repair some boxes of explosives? i was gonna suggest the random spawn points.
Simple... you don't. You put new ones there. But when you think about it, it's not really realistic to have some magic wrench that fixes everything.
Smitty4212
Posts: 322
Joined: 2006-07-24 02:15

Post by Smitty4212 »

If there's 12 ammo dumps currently on Al Basrah, I wouldn't mind seeing that number increase, with the rest focused closer to the city (there's a few in sort of irrelevant areas-- how many times am I really going to need the Palace ammo dump?), and then if possible for spawn points to be generated randomly on these. So if there's 16 ammo dumps, every new round, 7 of these become spawn points. The USMC does not know which are spawn points, but should be destroying any they come upon anyways.

Would really make you watch your back when running through the city, and would really give another reason to have spec ops and engis in your infantry squad.

Barring the ability to have random sets of spawn points, I'd just like to see like 12 of them be spawn points, with the addition of one or two indestructible spawn points (Palace, definitely).
Dyer |3-5|
Posts: 234
Joined: 2007-03-08 17:41

Post by Dyer |3-5| »

One thing that could possibly be done is have different types of weapons available at different ammo dumps-A couple where you can get kits w/ ak's and nades ect, some with heavier weapons such as PKMs and SVDs, and explosives dumps w/ rpgs, ieds, molotovs, and lots of nades, ect.
Another possiblility is having the ammo dumps respawn at one of several(many) possible locations severl minutes after being destroyed to simmulate more insurgents comming over the boarder and bringing in more weapons.
Possibly even have ammo dumps as a commander asset, so their would be a reason to be a Insurgent commander, you could have so many at a time and he could specify where to place them...
Just some of my thoughts
Post Reply

Return to “PR:BF2 Suggestions”