I like the idea of new deployables for insurgents, however the Devs have outlawed many of these ideas for insurgent factions, according to the disallowed suggestions list.
We are not allowed to suggest that the insurgents be given roadblocks or barricades of any kind, machine gun nests, and static antiaircraft emplacements, per the disallowed suggestions list in the PR suggestions forum. I do not know what release PR was at when that decision was made, but in all fairness, it might be time to revisit that decision.
Barricades alone would be extremely helpful to an insurgent team, and as one poster said earlier, how hard is it to stack up a bunch of junk?
As for a machine gun nest, it does not need to be set up like the conventional machinegun emplacement. A system similar to the recoilless rifle would work well. The weapon would have a limited arc of fire, but be able to traverse through 360 degrees in an open emplacement, making the position very vulnerable to grenades and small arms fire. Add limited magnification, as necessary to preserve balance, and you have a functional static. Fifty caliber/12.7mm machine guns have been in use for well over the last century, are hardly a modern marvel of technology, and finding a tripod mounting system for one in a third world country does not seem to stretch the boundaries of reality.
Another tweak to the insurgent team that would help greatly is currently in discussion in the PR Vehicle Feedback section. I am not attempting to hijack this thread, just trying to keep from multiposting.
https://www.realitymod.com/forum/f254-v0-95-vehicles/94453-technicals-ammo-boxes.html Short version: Trade one seat in techies for a single ammo box. Read the full thread for pros and cons.
Changing the Insurgent faction to a kit request faction rather than a pickup kit faction will help as well. One of the biggest problems on an insurgent team is keeping an unknown cache hidden. Without fail, you get players spawning on an unknown to grab that kit and run after blufor. By changing the Insurgent faction to a kit request faction rather than a pickup kit faction, you eliminate a big chunk of the incentive to spawn at an unknown cache.
Changing the Insurgent team to a kit request faction will address a number of gameplay issues as well. Currently, if a Cell Leader leaves the game, the next player in line can not get a Cell Leader kit without dying and respawning, unless the outgoing player happened to have one. A player can not just grab a medic kit to heal or revive squad members, etc. Basic squad member functionality can not be accessed without a death (not a huge deal because tickets are irrelevant) and waiting on a respawn (can be a huge issue depending on respawn time, respawn point, and current transportation situation).
Other than this, there are some map-specific issues that need to be addressed, such as ammo techies that are set to not respawn, maps that do not have certain kits such as arty ied, and other things of that nature, but I think that this thread is more about the game mode as a whole, so I am attempting to keep my thoughts focused on that ideal.
Insurgency is by far my favorite game mode in PR, and I truly love it from both sides of the fence. It just needs some love.
