Overhaul to Collaborator<->Insurgency Gameplay
Posted: 2011-12-19 16:52
[Preamble]
The collaborator kit - A fun, blufor griefing tool... or an integral part of the insurgents' arsenal?
To be honest, I have no idea. I've used it and seen it used since its introduction in in 0.6 as the "civilian", a moniker that has stuck with me to this day. It has had various modifications over the years, both improving its usefulness and creating a very unique style of gameplay for those who choose to engage the kit in an unconventional way. How many multiplayer, first person shooters, have an entire class dedicated to *not* shooting?
The collaborator RoE and punishments therein are an excellent facet of the Insurgency gamemode, in my opinion. It began with that +10 and -10 tickets for arrests & kills of civilians back in the day, which I quite enjoyed... but the current intel/spawntime/kit incentives are fine too. What I have found is that with four hour round times, and especially in 0.9 and beyond, intel has been appearing rather quickly despite my getting martyred repeatedly. This may be because other collaborators/insurgents are getting arrested unbeknownst to me, or it could be (and I have my suspicions) that there is a slight flaw in the collaborator-killed intel code that is not functioning as intended.
In short, the following is an idea that came to me during yet another insurgency round that felt like we were simply 'losing gracefully' rather than playing to win. On that same round an APC had already killed a few collaborators and thus said 'screw it' and proceded to kill two of us until he had over -1400 TW points.
[Proposal]
The current insurgent cache implementation is static at 7 caches [70 Ins tickets], with 10 insurgent tickets removed at each cache destruction. The intel system will remain unchanged in this proposal.
My proposal stems from a programming PoV:
I suggest the insurgents begin with 65 tickets [This could be reduced to 61 if 65 proved to be too many]. The caches being destroyed will continue to decrement the insurgent tickets by 10 each time, until the last (7th) cache is destroyed at which point they will have <0 tickets and the game will end.
The primary difference stems from the collaborator: Killing collaborators will result in +1 insurgent ticket being added (for each kill outside the RoE). Thus, if 6 collaborators are killed outside the RoE (henceforth OoRoE), the insurgents will have 71 tickets, which will lead to a total of 8 caches being played that round.
The end result is that a brazen blufor team that indiscriminately mows down civilians because both caches are up and no new intel can be gathered will face a whole new cache to attack.
I would suggest an 81 ticket cap for the insurgents, as any more would probably be out of hand. If the blufor are killing more than 16 civilians in a round, then new caches are the least of their worries.
I assume (perhaps incorrectly) that the text on cache destruction and Insurgency instructions "Intel reports that there are X caches in the area" can be tailored with the use of ceil() functions in python.
[Pros]
The collaborator kit - A fun, blufor griefing tool... or an integral part of the insurgents' arsenal?
To be honest, I have no idea. I've used it and seen it used since its introduction in in 0.6 as the "civilian", a moniker that has stuck with me to this day. It has had various modifications over the years, both improving its usefulness and creating a very unique style of gameplay for those who choose to engage the kit in an unconventional way. How many multiplayer, first person shooters, have an entire class dedicated to *not* shooting?
The collaborator RoE and punishments therein are an excellent facet of the Insurgency gamemode, in my opinion. It began with that +10 and -10 tickets for arrests & kills of civilians back in the day, which I quite enjoyed... but the current intel/spawntime/kit incentives are fine too. What I have found is that with four hour round times, and especially in 0.9 and beyond, intel has been appearing rather quickly despite my getting martyred repeatedly. This may be because other collaborators/insurgents are getting arrested unbeknownst to me, or it could be (and I have my suspicions) that there is a slight flaw in the collaborator-killed intel code that is not functioning as intended.
In short, the following is an idea that came to me during yet another insurgency round that felt like we were simply 'losing gracefully' rather than playing to win. On that same round an APC had already killed a few collaborators and thus said 'screw it' and proceded to kill two of us until he had over -1400 TW points.
[Proposal]
The current insurgent cache implementation is static at 7 caches [70 Ins tickets], with 10 insurgent tickets removed at each cache destruction. The intel system will remain unchanged in this proposal.
My proposal stems from a programming PoV:
I suggest the insurgents begin with 65 tickets [This could be reduced to 61 if 65 proved to be too many]. The caches being destroyed will continue to decrement the insurgent tickets by 10 each time, until the last (7th) cache is destroyed at which point they will have <0 tickets and the game will end.
The primary difference stems from the collaborator: Killing collaborators will result in +1 insurgent ticket being added (for each kill outside the RoE). Thus, if 6 collaborators are killed outside the RoE (henceforth OoRoE), the insurgents will have 71 tickets, which will lead to a total of 8 caches being played that round.
The end result is that a brazen blufor team that indiscriminately mows down civilians because both caches are up and no new intel can be gathered will face a whole new cache to attack.
I would suggest an 81 ticket cap for the insurgents, as any more would probably be out of hand. If the blufor are killing more than 16 civilians in a round, then new caches are the least of their worries.
I assume (perhaps incorrectly) that the text on cache destruction and Insurgency instructions "Intel reports that there are X caches in the area" can be tailored with the use of ceil() functions in python.
[Pros]
- Creates new incentives for the insurgents to play as collaborators
- Adds additional penalties to OoRoE kills, thus hopefully encouraging the blufor to act more carefully
- Can extend gameplay for the insurgents, giving them more of a fighting chance
- Mixes up insurgency a little - it's a new facet, something fresh
- There are times where the blufor run out of tickets due to careless deaths. This would make games like those where careless deaths + careless trigger fingers result in an assured loss for the blufor.
- Complicates the insurgency cache code by a fair margin (not that I know the current incarnation, but from a rough guess...)
- Insurgents begin with 65 [or 61] tickets
- Killing a collaborator outside the RoE results in +1 insurgent ticket
- At 71/81 tickets, the insurgents get another cache to fight over
- Improves/Alters gameplay by making blufor more cautious and incentivising the civilian kit heavily