Players can switch teams and report cache locations, you cant ever really stop that, but you could slow it down.
The suggestion is simply to have players only able to see 1 cache on the map, if their cache is wasted, THEY lose points, and are then assigned a new cache.
If possible have it so any player who has ever had guardianship over that cache (including teamswitchers) will lose points too, but if you are a teamswitcher boost the point lost by *5.
you dont need to guard your own cache, but its encouraged, squadleaders of a squad can see all the caches their squad can see, and can in turn make more informed orders. You might say score doesnt matter, but lamers care about that ****. and limiting intel is just more realistic.
Insurgents Assigned caches
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LtSoucy
- Posts: 3089
- Joined: 2007-03-23 20:04
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dbzao
- Retired PR Developer
- Posts: 9381
- Joined: 2006-06-08 19:13
It's an issue that can come up indeed, that's why is good to spread out your insurgent forces close to ammo dump locations and british common routes even if they are not revealed. Have vehicles around so you can move quickly when one gets revealed.
There are a few changes in Insurgency in the patch, and a good one is that one weapons cache approximate location is known to the british at the round start. This will give the insurgents something to defend instead of rushing the NVCP, and something for the british to go looking for.
There are a few changes in Insurgency in the patch, and a good one is that one weapons cache approximate location is known to the british at the round start. This will give the insurgents something to defend instead of rushing the NVCP, and something for the british to go looking for.
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Dunehunter
- Retired PR Developer
- Posts: 12110
- Joined: 2006-12-17 14:42
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Maybe we should set up the ammo caches in AAS-like order?
Put the 10 caches into 5 groups of 2, and when enough intel is gathered, one is shown to the Brits and if they get more intel, the second also pops up.
When one group is destroyed, the intel points should reset back to zero and the hunt for the next group would start again.
Put the 10 caches into 5 groups of 2, and when enough intel is gathered, one is shown to the Brits and if they get more intel, the second also pops up.
When one group is destroyed, the intel points should reset back to zero and the hunt for the next group would start again.

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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
If players care enough to swap teams, I'd bet there's more players on TS reporting to their buddies on the other team
I dont think there is an effective way to combat this kind of cheating without reducing functionality/game experience apart from keeping an eye out for teamswappers and keeping clanm8s on the same team- pray to the altar of admins.
I dont think there is an effective way to combat this kind of cheating without reducing functionality/game experience apart from keeping an eye out for teamswappers and keeping clanm8s on the same team- pray to the altar of admins.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
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Soldier-Of-Fortune
- Posts: 55
- Joined: 2007-08-24 15:13
i agree. doing something that drastic could ruin the whole feel of insurgency. it shouldnt be too strongly regulated. i for one enjoy steadliy moving through the city in a tight british squad and feeling the overwhelming joy of finding a weapons cache which hasnt even been revealed yetDr2B Rudd wrote:If players care enough to swap teams, I'd bet there's more players on TS reporting to their buddies on the other team
I dont think there is an effective way to combat this kind of cheating without reducing functionality/game experience apart from keeping an eye out for teamswappers and keeping clanm8s on the same team- pray to the altar of admins.


