Dtacs, No offense, but you COMPLETELY missed the point of my suggestion. My suggestion was in order to create an ( IMPORTANT WORDS COMING UP) alternate game mode.dtacs wrote:As people have mentioned, what is stopping the Insurgents or Taliban from simply staying off the cache and not bothering to go near it? Sure, the BLUFOR can search the whole map from top to bottom but its highly likely that they will either miss a cache, or take so many casualties along the way that the gain from destroying one wouldn't balance it out.
Why? Collaborators are exactly that, a tool meant to represent the civilian population of the area being sympathetic to the Insurgent cause. Giving them a weapon makes them free game and basically gives a reason to simply return the Doctor kit.
Why? You add many suggestions but no reasoning behind them. How much distance is needed to be a global factor taking into account ALL maps including smaller ones such as Fallujah?
Once again, you are just saying random **** without backing it up with any real logic.
That isn't even seen on Hardcore let alone many other servers. On the servers where teamwork counts, the Insurgent faction is often smart enough to stay well away from the BLUFOR in order force them to come closer. Either that or raiding parties which is a very effective tactic.
I haven't seen ammo techies being used as suicide vehicles period.
Take a little more time to make your suggestion something else. Suggestions which have no reasoning or are extremely vague are boring and uninteresting. No developer is going to bother to read it when you bring nothing new to the table. Essentially you're wasting your time.
Wrong, re-arming small arms is also possible at the mains.
To counter your points,
1. Most insurgency rounds, the guy with the RPG doesn't stray too far from the cache...BECAUSE HE HAS TO REARM. Staying off caches really isn't an option if in said ALTERNATE game mode, the ammo techies get wiped out, and don't respawn again for 10-15 minutes.
2. RE: collaborators with weapons.....ALTERNATE GAME MODE. With intel points removed, having unarmed players would be pointless
3. RE more hide outs....Alternate game mode, it gives the insurgents better mobility to counter Bluefors optics, and if caches weren't spawnable after the first 5 minutes, vital.
4.RE: increasing ammo techie respawn time. As I stated in my original post::Insurgents would be forced to protect ammo techies a bit more, potentially eliminating their use as suicide vehicles. I see you have never played Ramiel, Fallujah West, or Kokan, or if you have, you don't pay attention, as it happens quite often.

