Caches not spawning until known.
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curahee150
- Posts: 187
- Joined: 2013-07-11 16:14
Caches not spawning until known.
One of the changes in 1.0 was the caches not spawning until they were known. I think this is unrealistic and should not be in the game.
It, first of all removes a part of insurgency game play which was hunting for unknown caches. Now, the best thing to do now for Blu-for is to sit inside main, and hope the apcs and snipers get enough kills to reveal the next cache. This removes a good chunk of teamwork in insurgency now.
Second of all it makes it unrealistic. As Blu-for on rare occasions can secure the cache area wait for it to become known and it just magically popes up right in front of them.
Third, though extremely rare, if Blu-for has found the cache and the insurgent team knows this and they try to defend the cache, it is very hard for them to do. As they can not get a heavy kit such as an RPG or an LMG from a cache that hasn't spawned yet. This is mainly a problem for Iraq insurgents though, as Taliban, Hamas, and militia can still spawn in with LMGs and RPGs.
Those are my reasons and I would like to hear the community's take on this.
It, first of all removes a part of insurgency game play which was hunting for unknown caches. Now, the best thing to do now for Blu-for is to sit inside main, and hope the apcs and snipers get enough kills to reveal the next cache. This removes a good chunk of teamwork in insurgency now.
Second of all it makes it unrealistic. As Blu-for on rare occasions can secure the cache area wait for it to become known and it just magically popes up right in front of them.
Third, though extremely rare, if Blu-for has found the cache and the insurgent team knows this and they try to defend the cache, it is very hard for them to do. As they can not get a heavy kit such as an RPG or an LMG from a cache that hasn't spawned yet. This is mainly a problem for Iraq insurgents though, as Taliban, Hamas, and militia can still spawn in with LMGs and RPGs.
Those are my reasons and I would like to hear the community's take on this.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
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ComradeHX
- Posts: 3294
- Joined: 2009-06-23 17:58
Re: Caches not spawning until known.
1. cache-hunting is the most retarded thing to ever happen pre v1.0 next to c4-through-wall.curahee150 wrote:One of the changes in 1.0 was the caches not spawning until they were known. I think this is unrealistic and should not be in the game.
It, first of all removes a part of insurgency game play which was hunting for unknown caches. Now, the best thing to do now for Blu-for is to sit inside main, and hope the apcs and snipers get enough kills to reveal the next cache. This removes a good chunk of teamwork in insurgency now.
Second of all it makes it unrealistic. As Blu-for on rare occasions can secure the cache area wait for it to become known and it just magically popes up right in front of them.
Third, though extremely rare, if Blu-for has found the cache and the insurgent team knows this and they try to defend the cache, it is very hard for them to do. As they can not get a heavy kit such as an RPG or an LMG from a cache that hasn't spawned yet. This is mainly a problem for Iraq insurgents though, as Taliban, Hamas, and militia can still spawn in with LMGs and RPGs.
Those are my reasons and I would like to hear the community's take on this.
This isn't real life; cache spots are pre-set by mapper. Players who want a broken experience can remember where possible cache locations are.
You don't know any of that IRL.
2. Blufor sit in map waiting for APC to do work? That's a good way to lose APC.
3. Better than having BluFor blow it up sooner; because that's what happens before.
4. What's NOT hard for iraqi INS...aside from being on some of more broken maps.
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StevePl4y5
- Posts: 385
- Joined: 2014-02-02 14:33
Re: Caches not spawning until known.
I myself am a supporter of this idea. But not just like that. We'd need more maps with more enterable structures, bigger maps, with a lot more random cache locations, and better locations. There would also have to be more spawns around the map for insurgents, to allow them to actually defend all the caches. Also, the current intel system wouldn't work.
The benefits of this in my opinion, it keeps the BLUFOR occupied at all times, with an actual objective. And probably promotes teamwork on OPFOR side. It could be more fun as well, would have to be tested. Something that probably should be left for PR2.
The benefits of this in my opinion, it keeps the BLUFOR occupied at all times, with an actual objective. And probably promotes teamwork on OPFOR side. It could be more fun as well, would have to be tested. Something that probably should be left for PR2.
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Anderson29
- Posts: 891
- Joined: 2005-12-19 04:44
Re: Caches not spawning until known.
Instead of waiting inbase they should be doing patrols setting up fobs and observation posts because that is what they do in real life. And in the process they will be getting action and intel...relay that info to other sqds and before u know it...the cache spawns and your team is already on top of it. We dont need ghosting to make a comeback. Insurgency is the best it has ever been in my opinion...just a lot of people dont know how to play it right.
in-game name : Anderson2981
steam : Anderson2981
steam : Anderson2981
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: Caches not spawning until known.
Absolutely NOT! This is honestly one of the few changes I fully support. Just thinking back of all the pain in the *** with unknowns and the drama surrounding it makes me sick.
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curahee150
- Posts: 187
- Joined: 2013-07-11 16:14
Re: Caches not spawning until known.
Comrade 1. I know this isn't real life but the goal of the game is to make as realistic as possible.
2. yes it is a good way to lose an APC.
3. And why wouldn't blufor blow it up sooner IRL?
4. It just makes it harder, but it is, after all a rare event.
I know ghosting was a big issue back pre 1.0. But why not make it so people cant team swap mid round unless an admin does it? And even if that is not doable then that is more of the admins problem. As a ghoster can just as easily ghost in this version as pre 1.0, It just delays it.
Thanks for giving thoughts on this.
2. yes it is a good way to lose an APC.
3. And why wouldn't blufor blow it up sooner IRL?
4. It just makes it harder, but it is, after all a rare event.
I know ghosting was a big issue back pre 1.0. But why not make it so people cant team swap mid round unless an admin does it? And even if that is not doable then that is more of the admins problem. As a ghoster can just as easily ghost in this version as pre 1.0, It just delays it.
Thanks for giving thoughts on this.
Last edited by curahee150 on 2014-06-25 00:21, edited 2 times in total.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
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Beee8190
- Posts: 473
- Joined: 2011-08-26 13:40
Re: Caches not spawning until known.
curahee150 wrote:Comrade 1. I know this isn't real life but the goal of the game is to make as realistic as possible.
2. yes it is a good way to lose an APC.
3. And why wouldn't blufor blow it up sooner IRL?
4. It just makes it harder, but it is, after all a rare event.
I know ghosting was a big issue back pre 1.0. But why not make it so people cant team swap mid round unless an admin does it? And even if that is not doable then that is more of the admins problem. As a ghoster can just as easily ghost in this version as pre 1.0, It just delays it.
Thanks for giving thoughts on this.
We need to realize that IRL caches aren't placed to the highest convenience next to each other and takes months of planning and intel IRL to find them.
Delaying the cache spawn in game simulates the time it takes to find them and the logistical & troop relocation to suspected area
Therefore blufor can't destroy caches sooner as INS must have the chance to defend it - I somehow doubt that IRL they leave their cache unattended and widely accessible where some grandma with Ak is the only person left watching after it
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doop-de-doo
- Posts: 827
- Joined: 2009-02-27 12:50
Re: Caches not spawning until known.
I'd prefer if there was only one cache at a time -- including the 5 min warm up time after it's known. Secondary caches are more trouble than they're worth.
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curahee150
- Posts: 187
- Joined: 2013-07-11 16:14
Re: Caches not spawning until known.
Not a bad idea actually. Maybe make it where the cache spawns when it is unknown, and tweak the intel system a bit. It would solve the thing that beee said about leaving the caches undefended. And make it a bit more realistic. And solve ghosting issue a bit.doop-de-doo wrote:I'd prefer if there was only one cache at a time -- including the 5 min warm up time after it's known. Secondary caches are more trouble than they're worth.
Last edited by curahee150 on 2014-06-26 01:25, edited 1 time in total.
"If it sounds stupid but it works, it ain't stupid"-Murphy's law
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Truism
- Posts: 1189
- Joined: 2008-07-27 13:52
Re: Caches not spawning until known.
This I agree with. Two caches spreads the game too much and makes it less focussed on a single battle where two plans clash.
SSGTSEAL <headshot M4> Osama
Counter-Terrorists Win!
Counter-Terrorists Win!
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RAWSwampFox
- Posts: 531
- Joined: 2014-01-05 17:28
Re: Caches not spawning until known.
Good Afternoon,
I totally loved the DBMOD that did the 1 cache at a time thing back in the day. While I see both sides of this issue, you have to realize that this is just a game and people will ghost. I abhor ghosting and do not do it myself, but with that said, I do know the temptation. I think if you force the issue of not allowing people to switch teams, you will encourage more ghosting.
This really boils down to the teamwork or lack of for either team. With no real way to monitor the ever elusive intel point count, I think that the current setup is the best setup for the game.
-SwampFox
I totally loved the DBMOD that did the 1 cache at a time thing back in the day. While I see both sides of this issue, you have to realize that this is just a game and people will ghost. I abhor ghosting and do not do it myself, but with that said, I do know the temptation. I think if you force the issue of not allowing people to switch teams, you will encourage more ghosting.
This really boils down to the teamwork or lack of for either team. With no real way to monitor the ever elusive intel point count, I think that the current setup is the best setup for the game.
-SwampFox
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mat552
- Posts: 1073
- Joined: 2007-05-18 23:05
Re: Caches not spawning until known.
If Insurgents never left their dome of death they would win 100% of the time under current rules. That also tends not to happen.'[TP wrote:Cavazos;2017641']As tactically of a sound plan it is, BLUFOR will not wait in base for the first cache to appear. It isn't in their nature.
The only winning move is not to play. Insurgency that is.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.
The only winning move is not to play. Insurgency, that is.
The only winning move is not to play. Insurgency, that is.
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Flippybear
- Posts: 6
- Joined: 2014-01-11 22:21
Re: Caches not spawning until known.
Let only one cache spawn in a map. Make it unknown for the whole game. Blufor has to find it literally, no intel points or any kind of marker. Search it block by block, find it, destroy it. Game over.
Seriously can't we at least test this in a special map or something?
Seriously can't we at least test this in a special map or something?
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Truism
- Posts: 1189
- Joined: 2008-07-27 13:52
Re: Caches not spawning until known.
Single player ghosts, game ends.
K :\
K :\
SSGTSEAL <headshot M4> Osama
Counter-Terrorists Win!
Counter-Terrorists Win!
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Death!
- Posts: 318
- Joined: 2013-04-03 00:21
Re: Caches not spawning until known.
Despite the ghosting, cache hunting was a lot of fun back in times.
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: Caches not spawning until known.
For which team?Death! wrote:Despite the ghosting, cache hunting was a lot of fun back in times.
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matty1053
- Posts: 2007
- Joined: 2013-07-03 00:17
Re: Caches not spawning until known.
I don't notice much ghosting... Yeah I seen maybe once or twice post 1.0. I have seen US/Blufor troops sitting on unknown. It's unfortunate but.... Blufor Commander will find the unknowns before it is a known. (Since you usually have a good ammount of plaers spawn on it. And run out)
But I have to thank and congradulate the devs for removing the unknown spawns. Karbala was/somewhat still is an issue today. But I can name countless times the US wins in less then 15-20 min on that map. It was unfortunate. But now a lot of maps are having "obvious locations" I can name Fallujah as one of them. Eventually there will be a cache at the Hospital.... A cache near the apartments... a cache by the INS main... A cache by B4...
But it's unfortunate that there are dicks that still do it like that. It's nearly impossible to stop it. But.... IMO. DBMOD back in .98 iirc was great. Only ONE cache at a time. Beautiful. It really focused on the INS working together... bujt IMO. post 1.0 will not work out. 30+ ins on one cache is a lot. Especially on small ins maps.
But it seems like you (currahee) want the devs to revert the pre 1.0 settings (of spawning unknowns). I will definenlty not support that idea. And many other INS fans will not either. Since it's completely unfair to the INS. It's worse enough smurfs spawn on the unknowns and pretty much give it away.
TBH, I do enjoy ins on bigger maps in a clue. Archer is my fave... since it gives the Habs a challenge grately. Black Gold, Iron Ridge, Fools Road, some other ones too. IS there a INS layout on Bijar Canyons? I swore there is.
But I have to thank and congradulate the devs for removing the unknown spawns. Karbala was/somewhat still is an issue today. But I can name countless times the US wins in less then 15-20 min on that map. It was unfortunate. But now a lot of maps are having "obvious locations" I can name Fallujah as one of them. Eventually there will be a cache at the Hospital.... A cache near the apartments... a cache by the INS main... A cache by B4...
But it's unfortunate that there are dicks that still do it like that. It's nearly impossible to stop it. But.... IMO. DBMOD back in .98 iirc was great. Only ONE cache at a time. Beautiful. It really focused on the INS working together... bujt IMO. post 1.0 will not work out. 30+ ins on one cache is a lot. Especially on small ins maps.
But it seems like you (currahee) want the devs to revert the pre 1.0 settings (of spawning unknowns). I will definenlty not support that idea. And many other INS fans will not either. Since it's completely unfair to the INS. It's worse enough smurfs spawn on the unknowns and pretty much give it away.
TBH, I do enjoy ins on bigger maps in a clue. Archer is my fave... since it gives the Habs a challenge grately. Black Gold, Iron Ridge, Fools Road, some other ones too. IS there a INS layout on Bijar Canyons? I swore there is.
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BigBang
- Posts: 49
- Joined: 2009-09-01 19:32
Re: Caches not spawning until known.
definitely agree with you
for me it was lots of games on Al Basrah ending in 15 mins. Brits just sit in LR , ran around western side of the map and one (generally known) cache left...matty1053 wrote:...But I can name countless times the US wins in less then 15-20 min on that map...

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Death!
- Posts: 318
- Joined: 2013-04-03 00:21
Re: Caches not spawning until known.
The tank layout on Al Basrah is hard for the brits because to have only land logistics on that map makes FOB making a pain in the ***.BigBang wrote:definitely agree with you
for me it was lots of games on Al Basrah ending in 15 mins. Brits just sit in LR , ran around western side of the map and one (generally known) cache left...
For Bluefor.[R-CON]Psyrus wrote:For which team?
