Insurgent Limits

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Jester_Prince
Posts: 112
Joined: 2008-03-15 01:28

Insurgent Limits

Post by Jester_Prince »

I had an idea on another post that i thought would warrent its own thread.

The idea was really a collection of ideas to make the insurgency mode on albashra more, insurgent like...

Basicaly the problem with insurgents right now is they dont spend enough time in the city, and spend too much time running around the desert trying to pick off brits with their iron sights, everyone knows how this ends. When everyone knows insurgents are most dangerous (and most fun to play) when they are ambushing inside the city.

Part A

Civilians are made a little more useful, and are given medkits.
It seems silly the entire Civilian populace and non of them know how to use a medical bag?

I've also suggested splitting the civilians into role type classes too but that's another thread

I understand some of the reason insurgents weren't given medkits (one because they have an endless tide of tickets)

Part B

Civilians are not allowed outside the city gates. Or rather, civilians would not be allowed outside of albashra city. The desert, the fields, the village, the palace all cut off from them.

Perhaps implementing this with a bleed when they step outside of the city.

It only makes sence that the civilians are running around in the city as they would have abandoned the villages and fields when they heard the tanks rolling in.

Part C

Moving most of the insurgent spawn points inside the city, leaving only a few in the surrounding areas.

Okay here are my reasons:

Making the Civilians more useful to the insurgents, and making them something the insurgents would like to have close by at all times means insurgents will likely stick around their medic civilian types.

Limiting the civilians to the city means that the insurgents will not venture outside the city unless they wish to risk going out without medical support.

This may encourage the insurgents to stay inside the city, this would in turn encourage them to ambush and flank alot more.

It still however leaves the insurgents their ability to go probe into the outer areas, though not sustain a full fire fight.

Moving the spawn points is again to encourage only probing into the surrounding areas and not extended fire fights.

The insurgents can still leave the city if they want, but hopefully this would help keep them inside it.




EDIT:

This also stops dumb *** civilians charging your squad in open fields and desert throwing stones at you, I must have had 3 civilians do this to me today, but the thing is they didnt just stop with once, they woyuld respawn after they were arrested and wed just go arrest them again, we must have gotten all 3 of the inteligence points alone because they respawned countless times. Everytime we arrested them.

Civvies are better in the city, there they have places to run and hide and lead following brits into ambushes.
Last edited by Jester_Prince on 2008-03-26 02:50, edited 1 time in total.
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

i like this idea, makes civs seems more like they should be, and that is needed badly. i dont really think a civ should be given a medic bag, just keep the dressings, or make it so a civ could spawn with a medic bag, wrench or just a guy with some rocks.
Jester_Prince
Posts: 112
Joined: 2008-03-15 01:28

Post by Jester_Prince »

that was my suggestion on another thread, that civilians be split into 3 different types:

Doctors: Medpack Patches

Mechanics: Ammo bag, wrench

Mob: Rock, Binocs


This also increases the need for more civvies. (other thread was about people not checking their fire and killing civvies) The need for checking your fire is a very real need in real world combat as it should be in PR.
Spec
Retired PR Developer
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Joined: 2007-09-01 22:42

Post by Spec »

Both suggestions are good.
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General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Post by General_J0k3r »

if there are no spawnpoints outside the city, then there shouldn't be any caches outside the city either ;)
Last edited by General_J0k3r on 2008-03-26 10:26, edited 1 time in total.
Reason: for clarity
Jester_Prince
Posts: 112
Joined: 2008-03-15 01:28

Post by Jester_Prince »

Well I think people would complain if there wernt caches outside the city, it helps keep insurgency varied. Besides i didnt say remove all the spawn points, outside the cuity, just reduce them.
Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Post by Cyrax-Sektor »

FYI, War Veterans are issued one field dressing. Officers have more, much like Coalition officers. ;)

One thing that kept people playing as civilian was the fact they could go anywhere and look like an Insurgent. By looking like an Ins, the Brits would shoot them from afar, causing the British to lose tickets, intel points, and the civi killer is punished (an "arrest" death after 3 casualties).

But I think it would be realistic for them not to venture outside the city in fear of their lives. Surely, civis won't be wandering the desert. And, unless seeking safe refuge from hostage-taking Insurgents, they wouldn't venture into a fortified British base.
Jester_Prince
Posts: 112
Joined: 2008-03-15 01:28

Post by Jester_Prince »

Cyrax-Sektor wrote:FYI, War Veterans are issued one field dressing.
But I think it would be realistic for them not to venture outside the city in fear of their lives. Surely, civis won't be wandering the desert. And, unless seeking safe refuge from hostage-taking Insurgents, they wouldn't venture into a fortified British base.
Yup Pretty much the realism argument there aswell.

I hate it when your patrols out in the desert and you come accross a bunch of civvies, what exactly do they expect to acheive out in the open there.

Anyway civvies in the city would mean its even harder to ident them because of the cover there so it balances out.

The main problem with trying to keep the insurgents inside the city but still allowing them freedom is how to do it. Dosnt have to be done via my medkit idea but thats the only idea i had that i could see working.
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