Arcturus_Shielder wrote:As for this:
Caches should only spawn once enough Intel has been gathered to reveal them.
Although as attractive as it may sound, I fail to see how the redundancy of system is any way an improvement to the 1 cache only suggestion. Or how it will make less Insurgents bored or teams less scattered.
The main difference between this and my suggestion is one of practicality. Whilst I don't know for sure, I suspect implementing my suggestion (or something like it) would require a lot of work; coding, tweaking cache locations, tweaking asset layouts, re-balancing everything etc.
If its possible to do easily, Discos idea should be a lot less work for a similar gain.
Stoickk wrote:As a potential alternative to the current setup, I propose the following:
-snip-
Afterdune says:
[quote=""'[R-DEV"]AfterDune;1692674']Instead of flags, I'd rather have areas to capture, like this:
But I'm afraid that's not really possible.[/quote]
[quote="Cassius""]I really dont see the problem.
1. 2 caches spawn for a reason, so the insrugents have to manage their forces between the 2 caches.[/quote]
I kind of agree with you, but I think its a slight simplification to say that Opfor have to manage their forces between two caches. In reality, the way the system is set up, the Insurgents are
supposed to manage their forces between
known caches.
If, as you have suggested, the Ins team are actually supposed to be defending any cache irrespective of its state, then first of all the game itself probably needs to be clearer about this (pretty sure there are scrolling messages which say to
defend the known caches.) Second of all, that would sort of seem to make the intel system redundant. And thirdly, I'm not convinced most maps are balanced for Ins to be constantly defending 2 locations at once.
And even if that were the case, I still feel like most of my criticisms in the OP would be valid; the system does not function as intended.
Cassius wrote:2. You want to keep the fight away from the cache. If insurgents manage to engage a squad in a fight away from the cache its a good thing. Ambushes are a good thing
You want the only game tactic to be "sit on the cache", I dont think thats how it should be done, nor is it always the best option.
Well, I half agree with you, but this feels more like a stylistic argument. Personally I feel like 80% of the Ins squads should be within 200m (or closer on 1k maps), one squad should "sit on the cache" and the others should act as aggressive defence.
If you just have people all over the place, chasing every Blufor hundreds of meters away from the cache, and you
don't have anyone with LOS on the cache its stupidly easy for Blufor to sneak through and destroy it.
Cassius wrote:Your suggestions would reduce the number of viable options, scenarios and tactics. A pitched fight as 60 Players converge on one grid still happens at times albeight not all the time. Enjoy the variety instead.
I like complexity, but Insurgency is not complex. It is chaotic, its systems are frequently proven nonsensical, and it facilitates lone wolfing. Those few players who actually do what the game tells you to do - "defend the known caches"- are often rewarded with boredom.