I think it'd be a positive influence on the game to remove the kill counter not just for civilians but any insurgent as this does not influence the ticket count directly.
No accurate verify on kills could also reflect the guerilla tactical situation
Its easy to be distracted into kill hunting in insurgency.
Deployable helipad off a bunker with a reduced rearm rate it would be good to be able to actually mark out a suitable spot to land / be defended
Last edited by Sabre_tooth_tigger on 2008-12-07 04:34, edited 1 time in total.
Would good if the AA vehicle or even stationary posts could view and zoom onto targets without locking onto and therefore notifying aircraft.
Often the angle of the target vehicle, speed, direction, etc all effect potential success but if I cant even look in the direction of the target without giving myself away then all those factors go out the window in favour of plain see target and immediately shoot target
Sabre_tooth_tigger wrote:I think it'd be a positive influence on the game to remove the kill counter not just for civilians but any insurgent as this does not influence the ticket count directly.
No accurate verify on kills could also reflect the guerilla tactical situation
Its easy to be distracted into kill hunting in insurgency.
I've had many times in Archer where I see the US team just sit back and rack up kills instead of actively looking for caches. When you are using the HAT kit as a sniper rifle you are only looking for kills...
Sabre_tooth_tigger wrote:Deployable helipad off a bunker with a reduced rearm rate it would be good to be able to actually mark out a suitable spot to land / be defended
When I was active duty in the USMC we called these FARPs (Fuel Ammo Repair Points). They aren't hard to build fairly quickly if you have the matting for the pad. This integrated into something to also rearm land vehicles would give battles a more fluid feel imo.
The deployable heli pad seems like a nice idea, it would give the pilots a chance to land on something flat and therefor not have the chopper pilot lands on a slope and rolls over circumstance that I seem to see all too often.
A nice bit would be a new supply crate although I'm not sure whether this is already coming for 0.85 (trailer looked promising) or whether it's an already-suggested.
Just a quick suggestion for personal responsibility on vehicle cost.
If a tank is worth at most 13 tickets now to the team then I'd like to see the crew of that vehicle lose that much when the vehicle is destroyed in their command.
So 13 kills off their score maybe and/or the equivalent off the score.
In theory this could be unfair but in practise the score sheet doesnt matter to the workings of the team or mod in general.
However players do value their score/kills highly as its an immediate feedback and thats just human nature
It would improve gameplay imo because it would involve the player more in thinking about worth and use of that vehicle. Will I get 13 kills before I die, would I just do better with a saw on the ground, less fighting over the big vehicles maybe, etc
Ending the game with -26 kills would seem to indicate some bad personal choices in that game and might also reflect the contribution to the teams success in general. Not that I think its all about kills of course but tanks should clock up a few before perishing
I generally dislike the setup where the spawning of a vehicle is best known by the person who last crashed it making it highly likely the same player will continually make the same mistakes repeatedly through the game to the detriment of his team
Maybe it would be possible to have the scoresheet total cost of the vehicle divided by the current occupants when it dies which would either encourage less soloing of vehicle or greater risk taking with a full apc :O
Just regarding medics walking over people asking for revive:
revivable bodies are not distinct from the dead ones.
Maybe there could be one soundfile used only by players recently critically wounded, its also on the comm rose for still walking players at present which means its ignored more easily?
Was just considering why insurgency works better with fewer players then normal maps and it seems to be that the cache destruction adds more progression to the game.
Where as the wide open maps with AAS and fewer players mean the same flags are constantly fought over without conclusion or control
If the games flags could alter according to how many people are playing it would improve gameplay I think.
Either change it so the flags can only be capped once or increase the time it takes to cap them so the momentum of the game is more succinct and the few people on one side can move onto the next flag and battle without fear of losing the one behind them too easily
Anyway. Most servers already have this function. I believe that they can either set their servers to load the skirmish or smaller versions of maps when there are fewer players around. Also, I'm pretty sure that changing the flags while people are playing is hardcoded.
first, either make the regular Insurgent Sapper spawn kit limited our remove it entirely. i understand the IED's are the greatest threat to our troops overseas, but IED spam is no fun.
Second, to offset the loss of the spawn Sapper, give the insurgents a "TOW" technical. not a TOW in the sense of the TOW Humvees, but perhaps somehting with a recoilless rifle on the back. i hate to use a movie as a referance, espically this one, but the somalies had on in Black Hawk Down.
and yes, i realize those 3 words may have just killed my whole post.
I'll throw my worthless two cents in..i feel insurgents have more than enough to do their objective. Insurgents win more often than not in my experience, they have devastating arty and normal ied's aswell as mines, bomb cars and of course the big red.
Sabre_tooth_tigger wrote:More then ever 0.7 makes the game a pain when people dont coordinate or follow basic orders
Could PR devs ever allow commander control over squad scores at least. He could deduct 200 teamwork points from the SL for refusing an order, that'd be nice to see
that be cool, so many time I can think of where some squad just builds Fb after FB to get a high score wen only like 2 other squads are going after cashes and taking all the insurgents by themselves and wen the are commanded to help they refuse
I know what you mean but too much logistics is not usually the main problem with a team and now the co could just delete those fb if he felt like it
My small suggestion today is to give the scout helicopters multiple levels of zoom on their laser designators. Hopefully max upto the map view distance basically
Anyone whose played pr alot should know the massive difference effective cas can have. So if this change made that occur any more often, it would have a gigantic effect on the game