Basrah Cache Icons

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Expendable Grunt
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Joined: 2007-03-09 01:54

Basrah Cache Icons

Post by Expendable Grunt »

When you're an insurgent, I don't fully understand how you magically know which cache the Brits are on to. I say keep all cache's as hidden, including the ones the Brits know about. Let the players prioritize.
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Pariel
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Joined: 2008-01-29 23:41

Post by Pariel »

I agree--the announcement that the Brits know about a cache is silly, and should be removed, as is the change to a defend icon. Without it, people will have to use more team work, and play a lot smarter.
Expendable Grunt
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Post by Expendable Grunt »

Yep. When we've got 10 caches, I generally consider about 4 or 5 of them to be totally expendable, especially when a few are grouped up.
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Former [DM] captain.

The fact that people are poor or discriminated against doesn't necessarily endow them with any special qualities of justice, nobility, charity or compassion. - Saul Alinsky
BloodBane611
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Post by BloodBane611 »

I agree. Insurgents should not know which caches are compromised.
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RCMoonPie
Posts: 471
Joined: 2007-10-02 12:52

Post by RCMoonPie »

I see the point....BUT....
You have way more caches than you do insurgent squads.
Knowing which Cache is compromised keeps the action going.
This is one of those things that is done Im sure for the sake of game-play instead of realism.
What fun would it be if you were an insurgent squad who elected to defend the spawn that as bad luck would have it, was compromised last....your whole round of would be wasted and enjoyment of the game lost.

I have a feeling that it is done purposefull....knowing where the attackable caches are located just promotes good game-play and good pace.

I understand the original post.....but If you think for a second about, it you might agree with me.
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." - George Orwell
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Post by $kelet0r »

Problem would be solved if only 2 or 3 caches were on the map at any one time, and others spawned when an original cache was destroyed (metaphor for relocating a weapon's cache - hell it would give the insurgent commander something to do if they were commander assets) - personally I think the worst feature of Basrah is the ability of a map experienced squad to just wipe out half the caches if not more, without once seeing an insurgent just by using memory to check the likely places ...
RCMoonPie
Posts: 471
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Post by RCMoonPie »

$kelet0r wrote:Problem would be solved if only 2 or 3 caches were on the map at any one time, and others spawned when an original cache was destroyed (metaphor for relocating a weapon's cache - hell it would give the insurgent commander something to do if they were commander assets) - personally I think the worst feature of Basrah is the ability of a map experienced squad to just wipe out half the caches if not more, without once seeing an insurgent just by using memory to check the likely places ...
You got your wish...
[R-DEV]fuzzhead wrote:al basrah - next insurgency mode will have 3 cache in world at any time (but still 10 need to be destroyed) new one is placed when one gets destroyed
"People sleep peaceably in their beds at night only because rough men stand ready to do violence on their behalf." - George Orwell
Wasteland
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Post by Wasteland »

Expendable Grunt wrote:When you're an insurgent, I don't fully understand how you magically know which cache the Brits are on to. I say keep all cache's as hidden, including the ones the Brits know about. Let the players prioritize.
If an insurgent or document gets captured IRL, his superiors will know what intel has been compromised.
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RCMoonPie
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Post by RCMoonPie »

[R-MOD]Wasteland wrote:If an insurgent or document gets captured IRL, his superiors will know what intel has been compromised.
Not necessarily....intel isnt always on a map or on printed or written material.
Intel is gained by interrogation as well.
What if an insurgent or civie refuses to talk?
Intel wouldn't be lost or gained in this case.

I posted regarding this issue in my thread regarding civie balance.
https://www.realitymod.com/forum/f18-pr ... posal.html

What if a player would rather sit out of the game for a specified time instead of giving up intel points?
This would symbolize not giving up intel in trade for freedom.

It is practical and playable...please check out the thread.
Last edited by RCMoonPie on 2008-03-10 17:36, edited 2 times in total.
Reason: edited to include thread link
TY2D2
Posts: 433
Joined: 2007-06-07 05:21

Post by TY2D2 »

Well if you think about it, it takes a certain amount of intel points to reveal the locations, yet it only takes one man to talk. So if you take into account that maybe some of the captives don't talk it's still covered in the current set up because you have to get multiple intel points to get the location, it all depends on how you interpret it, as getting small bits each time or getting all the info out of ever 5-6th guy.
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