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Posted: 2007-12-01 15:12
by nedlands1
Jonny wrote:I dont like the idea of a CO for the insurgents, they are not commanded by a single person but a group of seperate 'cells' which can appear to act together and for the same goal. There should be NOTHING higher than SL for them.
But how large is a cell? 6 people or around 30? If the caches were placed by SL then they could be a substitution for rally points in the commo rose. I think they shouldn't allow people to spawn off them as the insurgents already have spawn cars.
Posted: 2007-12-01 15:46
by nedlands1
This is gonna be a coding nightmare. I'd prefer having the insurgents having to "tool up" at caches before being able to effectively engage the British.
Posted: 2007-12-01 17:20
by Hanniz
This seems to be getting very complicated, but I trust someone with the right "knowhow" can solve this. The idea is very interesting.
Heres my input; how about a class with civies or similar who can deploy these cashes. Untill the cashe is deployed the civie cant be apprehended or killed without an extreme penalty. And to resembly a rally point you need 3 or 4 guys to put the cashe down. This will encourage intelligence gathering, stake-outs, covert operations and finally the big bust where the cavalry rolls in and get all the bad guys!
This would be really cool. Snipers covering an suspected drop zone, a delivery made by insurgent car, a nervous civie sneaking around, a SAS sqd waiting in a nearby Merlin.
And fastroping down on the insurgents... oh well, forget the last one

Posted: 2007-12-01 17:32
by Brummy
If the DEVs or some community modder could code the caches to act like the HQs in COD4, it would be awesome IMO.
Posted: 2007-12-02 17:17
by Masaq
Hmmmmm.... how about three spawn classes - Insurgent Leader, Insurgent and Civillian.
Insurgent leader is effectively the officer kit.
Insurgent is insurgent as we know them.
Civs are civs as we know them.
There's say, 5 caches spawned randomly (the number could vary on 16, 32 and 64p layers)
The other caches are one-time rallypoint-style spawns from squad leaders, who require two insurgents and a civillian nearby to set them up.
Once the cache is up, the insurgents could either request a limited number of special kits - RPG-7s etc, or the cache could cause them to spawn after a period of time.
Posted: 2007-12-03 15:55
by Himalde
Interesting. However it does not solve the problem that the caches can be hidden inside walls, and we have to give the hook to the engineer, due to the rooftops.
I think that the small ("RP") caches should be either a spawn point or weapon cache (for limited kits and ammo supply, as suggested) but max two kits at the time, only available from that cache, and they remain like that all the time. Then there would be a grater value to protect it. If you place it far into the desert, you would have to go far to get the weapons, or just as far to enter the action again if it is a spawn point.
Posted: 2007-12-03 17:22
by Spec
what about making cache-zones, and in these zones the weapon caches can be deployed - that does not include walls and roofs.
I mean, zones like we have right now (the possible cache spawns) but with the insurgent squadleaders being able to deploy the caches where they want, for a better defense.
Or even thinking about if the goal should be to destroy them anyway. Maybe make them the only possible spawns/ammo resupply/whatever for the insurgents - so if the brits destroy them, they will probably win, but the insurgents have still a chance.
Posted: 2007-12-03 20:58
by LtSoucy
Ya its easy to find them, just take sometiem but I love the idea. Hope it happens and maybe if a SL moves it his squad only can spawn like Okita said.
Posted: 2007-12-04 09:50
by Razick
The squad placed rally/cache sounds like a great idea that could possibly be used to great success in my opinion. As to the possible exploitation of placement of said caches, I suggest maybe putting like a insurgent support truck which you need for to simulate carrying the ammo needed to "build" the caches, could be like a rickety farm truck that youll need to "reload" at a type of big cache or ammo dump. You could make the rules of building caches like the ones for bunkers and firebases in that you need a certain amount of caches to create new ones. That would simulate the true to life insurgency operations instead of the unrealistic view that insurgents are constantly battling the oppressors in open combat. Instead you would have real intel operations and organized raids on suspected areas. To do this you could make the ammo bags on insurgents only restock a couple mags of AK ammo and force them to actually rely on the caches for rearming. That way your actually active on searching and collecting intel and you have a guaranteed "last stand" battle for the cache signaling the demise or continuing insurgency in the area.
Posted: 2007-12-04 23:35
by Razick
Having to hide the caches in an unreachable spot is defeating the purpose of hunting caches in the first place. The cache represents that certain cells resources needed to fight, in terms of arms and recruitment. So cutting off a cache from everybody should also hinder the cells ability to fight as they cant rearm themselves or spawn safely. I think pickup kits should be requested like a conventional army but not in the same numbers like every squad only gets two different special kits. And I dont think an insurgent support truck is that bad of an idea. It would be like what a spawn car is now but with the ability to build caches. Ammo is heavy and I dont know how you can simulate carrying a caches ammo piece by piece other than transporting it by truck. The whole point of Insurgency is for the Conventional Army to stop an insurgency by taking away its fighting capability's, its not a scavanger hunt for caches thats what people need to understand. Unfortunately thats what the current insurgency mode turns into and its quite annoying when people believe thats what it should be.
Posted: 2007-12-05 05:55
by DarkTalon
Reddish Red wrote:The Problem is that a Civi can help his sqaud leader to get the ammo cache in a unreaable locations with the grapple.
the new requestable spec ops kit could have a grapple, just throwing that out there.
Posted: 2007-12-05 06:19
by DavidP
*sigh* All these suggestions about giving sl's ability to place caches will not work! If you guys think about it it makes no sense to have 3-8 sl's at any given time placing caches, Who knows maybe they'll glitch them into walls? Or worse yet not spawn em at all! Btw how will you distribute the cache placement between the deviating number of sl's at any given time? Oh and dont say giving the insurgents a commander to do the job because it would just be worse.
Now come on think how would this be do-able without running into to some random player related variables?
I have an idea aswell that would require the least amount of work and would keep it random even after the maps been played a thousand times on a 24/7 server. But i'll save it for tomorrow as i have to go to sleep.
Posted: 2007-12-05 13:13
by Masaq
DavidP wrote:*sigh* All these suggestions about giving sl's ability to place caches will not work! If you guys think about it it makes no sense to have 3-8 sl's at any given time placing caches, Who knows maybe they'll glitch them into walls? Or worse yet not spawn em at all! Btw how will you distribute the cache placement between the deviating number of sl's at any given time? Oh and dont say giving the insurgents a commander to do the job because it would just be worse.
Now come on think how would this be do-able without running into to some random player related variables?
I have an idea aswell that would require the least amount of work and would keep it random even after the maps been played a thousand times on a 24/7 server. But i'll save it for tomorrow as i have to go to sleep.
Well, for a start you adjust the python script so that it doesn't matter HOW many caches the Insurgents place, the UK only have to destroy 9. That would actually have a benefit because it encourages the Insurgents only to place a limited number instead of forming 9 squads and placing 9 additional caches.
If the caches spawn under the SL's feet, it makes glitching them into walls etc that much harder. Some kind of script also might be possible to detect collisions between cache and wall, forcing the cache to blow. I'm not sure on that though.
You sling an "if" variable on the cache like the RP used to have, so a SL can only place one and that one cache remains up until it's destroyed. Once it's lost, the SL can place another. That eliminates SLs relocating caches as soon as somebody gets close to finding it.
Under the outline I popped up earlier the insurgents would have to place caches if they wanted access to the Mosin Nagant, the RPG-7, the SA-7 SAM, the Ambusher's mines and C4, and the War Veteran kits.
The biggest problem I can see is making the intelligence points system recognise newly-spawned caches and reporting them appropriately.
Finally, you don't distribute caches. You have the map randomly place say 3-5 at the start of the game, and each of the others can be placed by squad leaders. If they don't place them, they don't get kits; so they get walked all over by the brits.
To access heavy weaponry to fight the Brits effectively they, they have to place caches.
Placing caches makes them vulnerable to cache destruction.
Not place caches to avoid loss via cache destruction makes them vulnerable to being rolled over by Warriors.
Posted: 2007-12-06 02:52
by DavidP
Wow masaq hit it right on the head. Anyway here are my ideas.
1. Keep the system the same but give the insurgents warning if an enemy gets in the vicinity of a cache.
2. Have one cache spawn automatically and overhaul the system so SL's can place caches but! They have a certain amount of time to do so in the beginning to give them an advantage Where the brits cant move until that time is up(Like in tf2 where the red team moves to build defenses while the blue team waits 60 seconds) Also it's divided up by the amount of sl's at the time there are at the beginning of the game.(Say 9 sl's 1 cache each Or say less then whoever places there first gets to place another cache, Or by people in a squad) If thats not possible then make the city be off limits until the time is up to the brits while the caches are placed. Or if that also is'nt possible do the ideas above mine.
@Jonny True because random variables make PR fun and less predictable then vanilla, But i was talking about the variables that would be taken extreme for new players not used to PR. Although the reality factor would go through the roof! Damn tough choice i see. Turn off new players with a higher learning curve? Or increase gameplay?
Posted: 2007-12-06 06:15
by Razick
The learning curve for insurgency is already high. No one reads the manual when it comes to insurgency as evidence with the healthy civie slaughter and misunderstanding of the different ticket system, kit system and other things. I posted above my suggestion on how you can make insurgency mode more true to life but still retaining what makes it fun. The system you have in place right now makes the caches irrelevant as to the fighting ability of the insurgents. They are just there as a helper to the insurgents in terms of the special weapon or the occasional rearming. They dont depend on them and that is what bothers me. The only thing its really good for is its special weapon and it isnt the life line of the insurgents like it should be. You destroy half of their caches and they are fighting as effectively as they were when they had them all.