I skimmed through this thread, since only about 1 in 10 posts were on the topic of the suggestion.
But, it's interesting to see how things have changed in such a short amount of time. These days, I find it's the coalition who win most rounds. And I don't find that the new insurgent ammo truck is the answer to all the insurgents ammo needs.
[quote=""'[R-DEV"]CodeRedFox;1222746']Well...thats the idea of caches in the first place. Its a cache of weapons that needs to be destroyed or protected. Having the real cache and another cache totally diverts from the whole idea.
My opinion is that rpg's coming from the cache area is exactly what INS is all about. Its about discovering a cache of weapons. Making an "other" cache site doesn't make much sense and would only hurt the INS idea.[/quote]
I see what you are saying CodeRedFox, but we've already added in the repair depot, and the ammo truck. Both are non-cache sources of ammo.
In fact, I was against the addition of those extra sources of ammo, for exactly the reason you were against this "stash" idea. But, that whole '
cache as the only source of ammo' idea is now broken, so some of the ideas that were scrapped in order to maintain it, should now be reconsidered.
Edit: (added posts from other thread)
[quote="EgoTrippin""]generally the idea is interesting.
but to make it more realistic and difficult:
the deployable caches should only be deployable when blufor has discovered the main cache - not when it is still hidden for them.
thus it would simulate the insurgents transporting away weapons and preparing a defense
carrying weapons is a lot of work so only a 4 or maybe even a five-man squad should be able to deploy those mini caches.
destroying a mini-cache either gets Blufor some intel-points or some additional "lives"
maybe those mini-caches should also be shown on the minimap (only the rough area - not exactly. just like the real cashe) => this would kind of show a visible line of defense and might force Blufor to choose another path. if done right the insurgents might be able to force blufor into a choke point.. if done wrong blufor could just fall in their back...[/quote]
I think allowing the insurgents to build them on any cache would sometimes hurt the insurgents. If an ammo stash was discovered, there is a very good chance it's near a real cache. So that might be a player thing, not building them until the cache is discovered, just the same as we do currently with hideouts, some idiots build them too soon, and they pay the price.
Giving blufor intel for destroying them is a good idea, only if there is no room for exploit, for example, when a stash is half built and starts to blow up constantly, that should not give them intel over and over.
As for showing them on the map, the whole reason I suggested them being 150m from the cache was so they would fall under the same radius as the normal cache marker. So there would really be no need for another marking. But, I would like to see them marked on the map for the insurgents.
snooggums wrote:Wouldn't it be simpler to just have more ammo vehicles added to the map, or have Hideouts dispense ammo very slowly? How about giving the clown cars a single light box of ammo?
ghost-recon wrote:It's actually just more like an ammobox, let's say attached to the FOB. Great Idea! +1
PuffNStuff wrote:Why not just give the insurgent fob the ability to resupply?
I say no to hideouts getting ammo. My goal was to give insurgents added resources in order to defend their main caches. Not to give them ammo everywhere they pop up a hideout. If we added ammo to hideouts, you would see a hideout in front of every coalition main base and about 10 sappers laying mines the whole round.
More ammo trucks would be a nice addition of course. But, they still don't solve anything. It's very difficult to sneak a truck into an area that is under siege by the coalition forces, and the ammo trucks can't reload off teh cache, so as a means to move ammo around the cache area, it's doable, but not suitable. We have the power to change the game here guys, why not make it a bit easier on ourselves? Just like the drop kit wasn't needed, but it makes some things much easier, these secondary ammo stashes aren't needed, but they would make things a hell of a lot easier on those players who care about stuff like cache secrecy.