insurgent spawn points

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bigpimp83
Posts: 180
Joined: 2008-05-03 02:11

insurgent spawn points

Post by bigpimp83 »

how about let each insurgent squad make their own rally points it wont give them wepons just a place to spawn????????
YOU CANT STOP ME!!!
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: insurgent spawn points

Post by Rudd »

whats the point in that?

that makes it closer to AAS, asymmetry is part of what makes it fun

having the start spawns act like conventional RPs would be nice though, alive forever until 3 enemy troops come within 50m. <- would encourage systematic area clearance, and would prevent insurgents spawning in to a camped spawn. (for korengal cave spawns it might be better to make the radius smaller so that enemies passing nearby who miss the cave wont trigger the spawn's expiry.

Respawn after 30mins approx would encourage aggression in UK/US tactics and would also help keep the entire map in play rather than get stuck in one place.

Another addition that would help keep the gameplay hard and fast would be having a temp spawnpoint spawn with a new caches with a lifespan of only 2mins, encouraging the use of cache weaponry and defence of caches. (these spawns would have the 50m radius thing as well, so that if US/UK troops are lucky enough to be in the location, the insurgents can't just transport in from their starship)

sorry for hijack, but promoting gameplay differences between teams is more fun.
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: insurgent spawn points

Post by Smegburt_funkledink »

bigpimp83 wrote:how about let each insurgent squad make their own rally points it wont give them wepons just a place to spawn????????
The hide-outs provide such a system, the only difference is that they take a bit of time to set up. There's no requirements to build them besides having a Cell Leader with the correct kit and some grunts with shovels. These aren't used enough.

I have to agree with Rudd, some good points there chap. The insurgent temp', start of round spawns should stay untill they're 'over run'.
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
Caboosehatesbabies
Posts: 335
Joined: 2008-08-25 19:01

Re: insurgent spawn points

Post by Caboosehatesbabies »

Only a couple of tweaks to Insurgency mode that I want to see.

1. About 10 (or however many there can be without crashing the server) spawnpoints that can be destroyed and respawn after approx 30 minutes
2. Reducing the distance between hideouts to between 250-300 meters
Everyone wants to easily kill their opponent but nobody wants to be the one easily killed. That line of thinking escalates weaponry to the point where practically every soldier has a shoulder-mounted nuke launcher that when fired, automatically displays the text "pwnt".- [R-CON]Wolfe

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vilhelm123
Posts: 417
Joined: 2007-09-23 20:11

Re: insurgent spawn points

Post by vilhelm123 »

Dr2B Rudd wrote:whats the point in that?

that makes it closer to AAS, asymmetry is part of what makes it fun

having the start spawns act like conventional RPs would be nice though, alive forever until 3 enemy troops come within 50m. <- would encourage systematic area clearance, and would prevent insurgents spawning in to a camped spawn. (for korengal cave spawns it might be better to make the radius smaller so that enemies passing nearby who miss the cave wont trigger the spawn's expiry.

Respawn after 30mins approx would encourage aggression in UK/US tactics and would also help keep the entire map in play rather than get stuck in one place.

Another addition that would help keep the gameplay hard and fast would be having a temp spawnpoint spawn with a new caches with a lifespan of only 2mins, encouraging the use of cache weaponry and defence of caches. (these spawns would have the 50m radius thing as well, so that if US/UK troops are lucky enough to be in the location, the insurgents can't just transport in from their starship)

sorry for hijack, but promoting gameplay differences between teams is more fun.




I less than three Rudd's idea :p

Temp rally’s on caches is a great one because it would allow insurgents chance to beat the way that if the US/UK team have enough points stacked they instantly see the new cache that the insurgents may not have even known about. Also would bring back some of the can appear from anywhereness of the insurgents without making servers crash :)
Lots of love
Vilhelm xx
Dude388
Posts: 404
Joined: 2008-07-21 21:15

Re: insurgent spawn points

Post by Dude388 »

Dr2B Rudd wrote:whats the point in that?

that makes it closer to AAS, asymmetry is part of what makes it fun

having the start spawns act like conventional RPs would be nice though, alive forever until 3 enemy troops come within 50m. <- would encourage systematic area clearance, and would prevent insurgents spawning in to a camped spawn. (for korengal cave spawns it might be better to make the radius smaller so that enemies passing nearby who miss the cave wont trigger the spawn's expiry.

Respawn after 30mins approx would encourage aggression in UK/US tactics and would also help keep the entire map in play rather than get stuck in one place.
This works for me and seems easy enough to add. Like you said, it would make searching these caves more important to the battle. There have been several times I've asked my SL if we should check a cave we have come across, only to be told that it's been a while and the spawn should be disappear soon....and then have 5 Insurgents come out of that same cave and ambush us from behind.
Dr2B Rudd wrote:Another addition that would help keep the gameplay hard and fast would be having a temp spawnpoint spawn with a new caches with a lifespan of only 2mins, encouraging the use of cache weaponry and defence of caches. (these spawns would have the 50m radius thing as well, so that if US/UK troops are lucky enough to be in the location, the insurgents can't just transport in from their starship)
*beep* *beep* "Six to beam up Doctor!" :lol:

I also like this, but would these INS rallies be available from the beginning of the round? Or just as new ones come up during the battle?
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bigpimp83
Posts: 180
Joined: 2008-05-03 02:11

Re: insurgent spawn points

Post by bigpimp83 »

what about making cashes spawn points too?
YOU CANT STOP ME!!!
hx.bjoffe
Posts: 1062
Joined: 2007-02-26 15:05

Re: insurgent spawn points

Post by hx.bjoffe »

I really think the insurgents need more then the 4 hideouts (except on the small rural map). It's their terretory, they should be able to 'recruit on the spot' in a higher degree then invading force getting reinforcements. Atleast in a densely populated city.
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