Insurgency mode tweaks

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Lynx
Posts: 102
Joined: 2008-06-09 05:39

Post by Lynx »

I love playing insurgency on al basrah and thought up a few changes to make it feel more like a counter-insurgency operation hope ya like them:

if arresting civilians earns Intel points why not give intel points for arresting ANY insurgent? extra intel given for arresting cell leaders too.

and police kits, (no I'm not asking for a separate Iraqi police faction as mentioned in other threads) in addition to standard military kits there you may spawn as the local police on insurgency maps
local police may be armed with:
AKs/PKMs
pistols
tear gas (would slow down running insurgents and causemild suppression effect)
finaly: excellent dancing skills:
New Iraqi Police Dancing While in Service
this would give the impression of joint police force embedded in a military operation.

to balance the ambusher kit and make it more fun:

IEDs detonate when shot at: this would solve a lot of game play problems I've been having such as ambushers that drop IEDs around corners while being chased and encourages them to hide their IEDs better.

Ambushers explode when contact with fire due to their home-made IEDs
I'm talking about as molotovs, burning vehicles, and other explosions

the insurgents could get enhancements like:
1. a reduced suppression effect to emphasize their fanatic nature.

2. vehicle mounted mortars

3. burning tires 4 insurgents- these tires would be HUGE truck tires and used as road blocks and would emit thick black smoke. these could be deployed like a mine; 1 at a time.

4. vehicle wrecks would only be able to be removed by high explosives or when a tank drives over them this would also help with setting up road blocks
something like this:
http://cache.boston.com/resize/bonzai-f ... 5/539w.jpg
http://www.taipeitimes.com/images/2008/ ... 512-a1.jpg
what do ya think about all that stuff? do you guys have any other insurgency ideas?
I hope if these changes are implemented it would make gameplay more dynamic and authentic. sorry if some of this has been suggested before, I've searched as best I could.
Last edited by Lynx on 2008-06-17 14:08, edited 7 times in total.
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bad_nade
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Re: Insurgency mode tweaks

Post by bad_nade »

I like the burning tire idea. It's very common sight in any insurgent/civilian related conflict area. But, AFAIK, also fanatics run and hide when being shot at, so suppression effect should stay.

And instead of separate police kit, all british knifes could be replaced by batons. So arrested peolple would not be knifed to death but knocked senseless.
Lynx
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Re: Insurgency mode tweaks

Post by Lynx »

OOPs I wasn't clear enough about the purpose of police last time
I like that anyone can arrest anyone and think it would be bad if police were the only ones who conduct arrests
they're ment to add more variety in terms of guns and skins to the coalition forces

true! insurgents run like hell when fired on.
I've seen people suggest SL proximity bonuses for conventional armies, but insurgents may get this bonus for fighting near their commander: no suppression effect

the commander would be like a top religious leader similar to Moqtada al Sadr and would inspire insurgents into a fanatical ZEAL and they would ignore their own safety to be martyrs for their cause.
Last edited by Lynx on 2008-06-17 13:37, edited 3 times in total.
Waaah_Wah
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Re: Insurgency mode tweaks

Post by Waaah_Wah »

devnull wrote: And instead of separate police kit, all british knifes could be replaced by batons. So arrested peolple would not be knifed to death but knocked senseless.
You know, thats not a bad idea :)
Never argue with an idiot, he will just drag you down to his level and beat you by experience ;)

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Lynx
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Re: Insurgency mode tweaks

Post by Lynx »

I like the knife replacement too
but soldiers use plastic zip cuffs not batons to arrest people
they look like: Image
and result in:
Image
and
Image
if they make the new zip cuffs then maybe they could put in a new animation arrest?
it would be so cool like in swat 4
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bad_nade
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Re: Insurgency mode tweaks

Post by bad_nade »

I agree that plastic zip cuffs would be the optimal equipment for arresting, but as devs are bit short of time, resources and animators, the baton would be good intermediate solution.
ostupidman
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Re: Insurgency mode tweaks

Post by ostupidman »

If we go by visual representation of the IED ingame then it would not explode if shot, or if it was subjected to fire. If you look on the tube you can see it is marked as semtex, a plastic explosive that is set off by a blasting cap. Fire wouldnt cause any explosion on an ambusher, just burn him like anyone else. You could disable the IED by shooting it....but it wouldn't blow.
crazy11
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Re: Insurgency mode tweaks

Post by crazy11 »

I have had ieds go off randomly killing team mates on basrah. And yea they should have longer arm times than c4.
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You miss 100% of the shots you don't take.- Wayne Gretzky
Psyko
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Re: Insurgency mode tweaks

Post by Psyko »

I wasnt in Iraq, but as far as i know the IEDs are extremely unstable. Whats with that, were insurgants using unstable ones and stable ones? and if thats the case, whats best for gameplay, stable ones that are deactivated by being shot rendering them broken, or unstable ones that when you shoot them, meddle with them, or mallest them in any way they explode. Personally, i think it would be a great gameplay tweak to have them blow up in your face if you were to try and deactivate them by hand (with the exception of an engineer, with a bomb disposal kit instead of a wrench or somthing silly like that, which i have suggested in the past.)

Tire-fires and thick black smoke, a brilliant consept for any new insurgancy maps or current ones, imo. But i think they should be deployed in the same way the other forces deploy assets. Instead of a CP they have a central Cache as the equivilant, and tire-fires, IED trip-wires and road blocks.

As always, there is a major issue of maintaining a certain amount of deployables and statics per map, you got to consider also the work involved. but a tire-fire mightnt be so difficult as its just a bunch of tires in a pile of debris and a couple of shader effects. But in every release theres a severe amount of calculation done, so be aware of the amount of frustration the Devs have to deal with.

Cool ideas, except for the Dancing bobbies. Cop-on-to-yourself. :D
Lynx
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Post by Lynx »

Psykogundam wrote:I wasnt in Iraq, but as far as i know the IEDs are extremely unstable. Whats with that, were insurgants using unstable ones and stable ones? and if thats the case, whats best for gameplay, stable ones that are deactivated by being shot rendering them broken, or unstable ones that when you shoot them, meddle with them, or mallest them in any way they explode. Personally, i think it would be a great gameplay tweak to have them blow up in your face if you were to try and deactivate them by hand (with the exception of an engineer, with a bomb disposal kit instead of a wrench or somthing silly like that, which i have suggested in the past.)

Tire-fires and thick black smoke, a brilliant consept for any new insurgancy maps or current ones, imo. But i think they should be deployed in the same way the other forces deploy assets. Instead of a CP they have a central Cache as the equivilant, and tire-fires, IED trip-wires and road blocks.

As always, there is a major issue of maintaining a certain amount of deployables and statics per map, you got to consider also the work involved. but a tire-fire mightnt be so difficult as its just a bunch of tires in a pile of debris and a couple of shader effects. But in every release theres a severe amount of calculation done, so be aware of the amount of frustration the Devs have to deal with.

Cool ideas, except for the Dancing bobbies. Cop-on-to-yourself. :D
thanks, =) I agree in RL advanced semtex IEDs do not explode whilst shot, and neither do fuel containers -but for the sake of fun they should in game.

tire barricade deployables aren't as flexible compared to drop-able tires IMO because I want these tires to be able to barricade houses and passage ways as well as roads they would be destructible however c4 or apc rounds would be able to destroy them. that and you can make a tire barricade in any shape and as long as you want, as long as you want I think If you can deploy a minefield in this game, than you should be able to make a tire baracade

if they plan on this it shouldn't count as a team-kill if someone sets them off. . . speaking of which have you guys ever seen an insurgent teamkiller (that wasn't a civillian)?
I've only known 1 named "teh-reaper"

burning truck tires should have a looong but limited lifespan and be given to a insurgents, but should be limited to war veterans or cell leaders- no civilian tire burners


what do you guys think about having ambushers explode when they touch fire sources like molotovs or HEAT rounds?

I think it would lead to a lot of good laughs if an ambusher blew up from the IEDs he carried and would make gameplay more crazy and fun for both sides
Last edited by Lynx on 2008-06-17 21:44, edited 3 times in total.
gclark03
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Re: Insurgency mode tweaks

Post by gclark03 »

What we really need is a second type of IED that acts more like a proximity mine, so that the ambusher isn't forced to stand around the corner with that stupid green remote.
Psyko
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Re: Insurgency mode tweaks

Post by Psyko »

I dont know if Insurgents need another problem. the AK is allready awkward as it is, we dont need teamkillers shooting blue cardigans to inflict a blast radius on each other. Its bad enough that there is uber-disorganisation amongst the insurgents, without exploding allies. Can you think of other problems that may come with that? heres one, tactically shooting an ambusher when hes next to a soldier to kill the squad. Thats not realistic, so steering away from that is a givin. you could put somthing in place to sway people away from that form of tactics, but it would still be done for shits&giggles. And realisticly, no insurgent in RL would shoot a comrad in that way. Heres another one, by default, the ambusher shouldnt explode when shot, obviously, because its a low chance that the round will hit the ied. If IEDs were to be made unstable in game, they should only be set my a squad leader and the squad should dig it into the ground. IEDs arnt badly thought out accidents. they are pre-organised tactically placed munitions. So in the long run i dont think the ambusher class should even have them, i dont even think the ambusher class is realistic. But lots of people like them, so i guess they are staying. :D
Lynx
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Re: Insurgency mode tweaks

Post by Lynx »

no no, I ment ambushers exploding if they get caught on fire. I never said if they are shot. I hate teamkillers but would even teamkillers understand that throwing a molotov on an ambusher is partially suicidal because of the short distances and the fact that they may be banned for that kind of intentional cr@p.
Psyko
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Re: Insurgency mode tweaks

Post by Psyko »

Lynx wrote:no no, I ment ambushers exploding if they get caught on fire. I never said if they are shot. I hate teamkillers but would even teamkillers understand that throwing a molotov on an ambusher is partially suicidal because of the short distances and the fact that they may be banned for that kind of intentional cr@p.
Very true. also after reviewing my post, i hope i didnt come accross as any way sarcastic. i like your ideas.
Tirak
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Re: Insurgency mode tweaks

Post by Tirak »

I like most of the ideas, just a small change though, make the Tires a deployable asset set up like razor wire.
frrankosuave
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Re: Insurgency mode tweaks

Post by frrankosuave »

I've thought it would be nice if the insurgents could hide their own caches and/or move the spawn points. Everything is in a certain spot. Once you find them all, you know where to look. I know the problem would be tards placing them in the middle of mosque or VCP. Maybe squad leaders can place the cache's / rally's and if a time limit is not met, the rest of required items get auto placed. Maybe the squad leader needs 2 squad members in proximity to set the cache. With a civilian armed with a grappling hook, we could really put a hurt on the brit's search for our bullets...
crazy11
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Re: Insurgency mode tweaks

Post by crazy11 »

Tirak wrote:I like most of the ideas, just a small change though, make the Tires a deployable asset set up like razor wire.
I would like this better.
Image
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dbzao
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Re: Insurgency mode tweaks

Post by dbzao »

Lynx wrote:if arresting civilians earns Intel points why not give intel points for arresting ANY insurgent? extra intel given for arresting cell leaders too.
Already happens... if you arrest a cell leader you get double the intel points than arresting a civ.
Lynx wrote:IEDs detonate when shot at: this would solve a lot of game play problems I've been having such as ambushers that drop IEDs around corners while being chased and encourages them to hide their IEDs better.
We have some plans on making something like that.
Lynx wrote:4. vehicle wrecks would only be able to be removed by high explosives or when a tank drives over them this would also help with setting up road blocks
This would be good.
devnull wrote:I like the burning tire idea. It's very common sight in any insurgent/civilian related conflict area.
;)
devnull wrote:I agree that plastic zip cuffs would be the optimal equipment for arresting...
;)
frrankosuave wrote:I've thought it would be nice if the insurgents could hide their own caches and/or move the spawn points.
;)
crazyasian11 wrote:I have had ieds go off randomly killing team mates on basrah. And yea they should have longer arm times than c4.
We made it have no arm time to allow suicide bombers...
Masaq
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Re: Insurgency mode tweaks

Post by Masaq »

Geeze dB, how many ;) can you fit in a single post? :p

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