Increase the ticket value for destroying caches on Insurgency
Posted: 2017-10-22 20:52
I'm not sure how others feel about this, but when playing insurgency currently it often feels as if there is little incentive for BluFor to push early for the caches. An experienced team on BluFor will know to hold back on their forces, get kills from long range and split the defenders in half following the reveal of the second cache. This is largely possible due to BluFor having a really high amount of tickets initially, and they do gain a fair amount after a cache is destroyed.
The problem with this is that, virtually it doesn't matter how well the Ins team plays(or how bad BluFor does), it's always going to be a long battle, which works against the Ins team from the gameplay perspective but it keeps wearing on BluFor as well when you know you've lost the match already but there are still another 200 tickets that need to be depleted in order for the next round to start.
If we're looking Fallujah West for example, the game starts with 550 tickets for BluFor, plus another 90 tickets from a total of 4 caches for a total of 640 tickets. My suggestion would be to reduce the initial amount of tickets for BluFor down to 350 tickets, and increase the gain from a cache to 100 for a total of 650 tickets.
In the end this is probably more of a psychological trick, but it gives a sense of urgency to the actions BluFor undertakes, they cannot afford to lose too much and still win the game. On the flipside it makes the caches much more valuable to Ins as well, the more caches you hold, the less opponents you have to kill. And while you may think that an initial ticket counter of 350 is quite a lot still, a 50 man strong team is going to burn through these much faster than most expect, Burning Sands eg. with its 500 tickets doesn't last more than 35-40 minutes typically.
You guys think it'd be worth a shot?
The problem with this is that, virtually it doesn't matter how well the Ins team plays(or how bad BluFor does), it's always going to be a long battle, which works against the Ins team from the gameplay perspective but it keeps wearing on BluFor as well when you know you've lost the match already but there are still another 200 tickets that need to be depleted in order for the next round to start.
If we're looking Fallujah West for example, the game starts with 550 tickets for BluFor, plus another 90 tickets from a total of 4 caches for a total of 640 tickets. My suggestion would be to reduce the initial amount of tickets for BluFor down to 350 tickets, and increase the gain from a cache to 100 for a total of 650 tickets.
In the end this is probably more of a psychological trick, but it gives a sense of urgency to the actions BluFor undertakes, they cannot afford to lose too much and still win the game. On the flipside it makes the caches much more valuable to Ins as well, the more caches you hold, the less opponents you have to kill. And while you may think that an initial ticket counter of 350 is quite a lot still, a 50 man strong team is going to burn through these much faster than most expect, Burning Sands eg. with its 500 tickets doesn't last more than 35-40 minutes typically.
You guys think it'd be worth a shot?