Vehicle Cache

Suggestions from our community members for PR:BF2. Read the stickies before posting.
BlackMagikz
Posts: 219
Joined: 2006-12-02 04:56

Re: Vehicle Cache

Post by BlackMagikz »

TY2D2 wrote:Nonbelievers, read this again. ^_^
lol , he hasn't read what a DEV has said about this and not to mention hasn't experience enough Griefing .
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Vehicle Cache

Post by Rudd »

here's an idea.

What if...the commander could spawn the vehicle himself with a recharge rate of 30mins, and not at all if the current vehicle cache is still alive?

Would put alot of control on the vehicle.
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bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: Vehicle Cache

Post by bloodthirsty_viking »

i only read a few pages, but here is my oppinion.

1. have both cars and trucks as caches. i mean you can find some stationary ones on the maps easily.

2. the truck ammount be diffrent according to map, this way, some maps that are flatter have more cars, better conceled, but maps with more hills/mtns, you have more trucks for more places to go

3. give empty vheicals a kill timer thing like civi's have, if a vheical was used within one or 2 min, a punishment to the player... but not the first car they destroy should punish them.
this will stop destroying every car, and looking in it first.

4. make it so you can only drop out of truck with commander there, like the firebase thing, that way it can be moved about, but still placed on maps with less cover. the truck would get replaced by a sationary cache if given a order like the build order from the commander, and accepted by the sl.

5. the cache marker, only for vechicals, will only be updated if there are no stationary caches avalible, and only whene you get more inteligence points, like 5 or something, a small ammount, but stil.
this is becuase, they may know there is a cache in this area... but they dont know if it moves or not. if 5 enemy solders die, they will get new intel telling them that it is a vheical (only by fact of it moving) and the vheicals current location (within 100 meters) would be marked.

i also think that the spawn rules on it should be the same as with caches now, but red while it is moving, or multiple seats avalible in it...
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MAINERROR
Retired PR Developer
Posts: 1873
Joined: 2007-07-22 17:54

Re: Vehicle Cache

Post by MAINERROR »

1. I have not read the whole thread only the first post containing the idea.

2. The idea won't work. There is a very easy way to exploit it. An office just has to drive the car into the mosque are and one cache will never be destroyed.

3. It's not as realistic as you might think. Most of the caches found in Iraq for example were in buildings (schools for example).

And this just because of a very simple fact. In a school it's saver to hide your ammo and weapons and you can slo get to them saver than froma car. Cars were/are used to transport the weapons and ammunition from one hiding-place to another.

Just because of these three facts it is not really worth trying it.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Vehicle Cache

Post by gclark03 »

That's why it should be reserved for the Taliban as a logistics vehicle or for Community Match scenarios.

I wish I could believe that it would be successful in pub games, but I've been playing too long to believe something like that.
frrankosuave
Posts: 179
Joined: 2007-10-02 21:46

Re: Vehicle Cache

Post by frrankosuave »

Something, anything to let the insurgents hide their own caches. All the Blufor has to do is search the known areas within the range of the marker. People who play map over and over don't even have to look in places that have never spawned a cache.

Also, it is a pain to have to reload on the cache. How about a deployable wheelbarrow that the Officers can make available. Park it next to a cache for a time, and it fills up with bullets and rpg and mines. Insurgent then wheel the wheel barrow to their defined defense area with a smaller cache like stash.

If not a wheel barrow, then a donkey cart. I'd like to think THAT hasn't been suggested before... would be fun...
badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Vehicle Cache

Post by badmojo420 »

BlackMagikz wrote:hasn't experience enough Griefing .
gclark03 wrote:I wish I could believe that it would be successful in pub games, but I've been playing too long to believe something like that.
I guess my views on what could happen in PR are biased. I tend to only join properly admin'd servers. And if i find myself in a server where griefing is happening and no admins are there to control it, i quit and find another server.

I guess if you join any game at random, in the hopes that PR's game mechanics will protect you against griefers, hellbent on griefing you, then yeah, you guys are totally right, a cache vehicle would suck. They would go commander, get the kit and drive the cache around, tk'ing while jumping into the passenger seat, so they don't get a tk, driving it into the coalition base, not letting people get ammo, driving over friendly mines, etc.
MAINERROR
Retired PR Developer
Posts: 1873
Joined: 2007-07-22 17:54

Re: Vehicle Cache

Post by MAINERROR »

badmojo420 wrote:I guess my views on what could happen in PR are biased. I tend to only join properly admin'd servers. And if i find myself in a server where griefing is happening and no admins are there to control it, i quit and find another server.

I guess if you join any game at random, in the hopes that PR's game mechanics will protect you against griefers, hellbent on griefing you, then yeah, you guys are totally right, a cache vehicle would suck. They would go commander, get the kit and drive the cache around, tk'ing while jumping into the passenger seat, so they don't get a tk, driving it into the coalition base, not letting people get ammo, driving over friendly mines, etc.
I don't know if you are being sarcastic there but I can tell you that even on a well admin'd server this just won't work. It's basically the three points I mentitioned why it wouldn't work.
TY2D2
Posts: 433
Joined: 2007-06-07 05:21

Re: Vehicle Cache

Post by TY2D2 »

[R-CON]MAINERROR wrote:1. I have not read the whole thread only the first post containing the idea.
Well you should go back and reread it then.
[R-CON]MAINERROR wrote: 2. The idea won't work. There is a very easy way to exploit it. An office just has to drive the car into the mosque are and one cache will never be destroyed.
.
Not really possible last I checked the entire mosque area was blocked from cars entering ;)

[R-CON]MAINERROR wrote: 3. It's not as realistic as you might think. Most of the caches found in Iraq for example were in buildings (schools for example).

And this just because of a very simple fact. In a school it's saver to hide your ammo and weapons and you can slo get to them saver than froma car. Cars were/are used to transport the weapons and ammunition from one hiding-place to another.
.
And who says that we shouldn't be able to transport ourcaches ingame? There are many many video references of Troops engaging moving weapons caches IRL. This is the same way it would be ingame.

[R-CON]MAINERROR wrote: Just because of these three facts it is not really worth trying it.
Seems worth it to me still. Just because it will change the game doesnt mean it will ruin the game, as we have seen in EVERY release of PR.
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bloodthirsty_viking
Posts: 1664
Joined: 2008-03-03 22:02

Re: Vehicle Cache

Post by bloodthirsty_viking »

can anything pop up on the drivers screen if he drives it out of the coaltion's area of entrance?

like if he drives it into the muasq, can a message com up saying if this is not moved away from this recently enterd area, the cache will blew up?
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badmojo420
Posts: 2849
Joined: 2008-08-23 00:12

Re: Vehicle Cache

Post by badmojo420 »

Mainerror i was not being sarcastic. TY2D2 sums it up. Except the part about driving the cache vehicle into a dome of death, on a map like fallujah you could easily get it behind a building where it could never be found by the coalition. I don't know whats possible and whats not, but i suggested the cache vehicle has the same rules as the coalition, so if they tried to drive it into the main, you would get the message about leaving the combat zone, and if ignored it would blow up the cache vehicle. Again, i dont know if this would be possible. But, there are other potential fixes for this. No change is ever going to be perfect right off the bat. Tweaking is always needed. Fortunetly the devs seem to do a lot of that before it's released to the public.

As far as it not being realistic. I suggested 1 in 10 being a vehicle. I'm sure the statistics in real life for the amount of vehicle caches as opposed to normal ones is more like 1 in 100. But this is just a game. I really doubt even on the best days the real coalition troops uncover 10 different caches in a matter of 3hrs. So if we're going by strict realism, should we also remove 9 of the 10 caches. And multiply the intelligence needed by 10? I hope not, that would make for a very boring game.
fullkontact
Posts: 52
Joined: 2008-04-04 13:53

Re: Vehicle Cache

Post by fullkontact »

The car cache idea I'm in two minds about, what I'd much rather see is this car cache drops an ammo crate so insurgents can reload RPG's and other weaponry from a location other than the cache to lure Blu Force away from the actual cache location.

This reload point could still be destroyed by an incindary, it would have the same model as a cache thusly confusing the enemy. A fake cache to divert forces. This would however mean you'd have idiots running around with this ability dropping them everywhere.

So, what I'd recomend would be something like a 100 meter distance away from another or from a hideout / actual cache. Thusly if placed correctly you could have 4 fake cache and 1 real cache with a hideout a few hundred meters away that would lead to a much more strategic method of defence.

Just tossing this out there
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