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Insergent spawning

Posted: 2007-10-24 01:45
by Oldirti
In real life (it is my belief anyway) when entering a hostile area the incoming forces are outnumbered. While in PR the halfed respawn time is good, it's maybe not enough. Maybe 1/3 of the original respawn time (10 seconds for first death) would be more balanced. To add another layer, perhaps take away some of the forward spawn points that the incoming forces get. Make it so that insurgents can only spawn on either set spawn points or squad leaders (or maybe even exclude squad leaders). So that means no spawn cars. The main thing is the reduced spawn time to reproduce the outnumbered feeling of the incoming forces. Lets face it Insurgents guns are much to lacking compared to the brits, and this is not by accident, it's by design.

Another suggestion (that probably can't be put in) is civilians picking up kits.

read the first one please.

Posted: 2007-10-24 02:12
by Rafterman1987
I agree it should definatly feel like you are going up against an overwhelming force in insurgent maps. Reducing spawn times MAY help that but I have a generally poor view of insurgent maps to begin with. I think the whole idea of pitting an unorganized, under quipped force against a highly organized well equipped force is a bit much all in all.

I think insurgent maps would play better with another less-organized force fighting the insurgents. The way I see it, "Security contractors" would fit the bill. Treat them more like the insurgents and give them a good reason to be gunning down the insurgents and the map balances itself out better. IE: a number of private supply convoys travelling through the city have been ambushed, all coalition units are tied up with general operations (uprisings, massive attacks, etc), and our friends at blackwater are tasked with keeping the ordinance and other goodies in the trucks out of insurgent hands and to get some payback a-la side objectives not quite approved by the coalition (C4 suspected insurgent HQ's, weapons caches, etc etc) On the flip side the insurgents try to hold everything so they can scuttle away with as much booty from the convoys as possible while trying to keep the "side objectives" secure. Just an idea ive been thinking about as far as insurgent maps go.

Posted: 2007-10-24 05:06
by DarkTalon
I think Insurgents should be given as many spawn choices as possible, giving them the opportunity to spring up all over the map. maybe randomly place some object in 15 houses per round, which act as a spawn point (not a cache) that way, Coalition forces would have to always be alert when in urban areas, as an insurgent could come out of any structure (just like in reality). Coalition forces would have an advantage outside the city (no buildings for the insurgents to spawn in and flank coalition forces)

this might even add a serious psycological effect on players entering the city, they would know that insurgents won't just come from the palace or mosque, they could literally come from any building, in a 360 degree radius.

coupled with some ambient sounds, such as that ghostly tone in basrah, and the mosque prayer call, and coalition squads would get a serious feeling of "it's just me and these 5 guys, in a hostile city, and an insurgent could come out of nowhere".

as for the prop for the spawnpoint maybe a radio or something.
and if this were to be beta tested and give the insurgents a serious advantage we could play some aribic music (similar to the radio in the RP) to slightly give away it's position.

Posted: 2007-10-24 12:55
by Rafterman1987
As bad as past experience has been I doubt the US or Britain would use gunships on what you have to remember adds up to a civilian neighbourhood. JDAMs maybe, gunships doubtful, challenger probably. So combine the Challenger 2 with DarkTalons idea and I think we've got a chile cook off.

Posted: 2007-10-24 13:27
by Ragni<RangersPL>
British forces are outnumbered by Insurgents on Al-Bashra. Check out the number of tickets -> 300 vs 600 (AFAIK).

Posted: 2007-10-24 21:51
by Oldirti
DarkTalon wrote:I think Insurgents should be given as many spawn choices as possible, giving them the opportunity to spring up all over the map. maybe randomly place some object in 15 houses per round, which act as a spawn point (not a cache) that way, Coalition forces would have to always be alert when in urban areas, as an insurgent could come out of any structure (just like in reality). Coalition forces would have an advantage outside the city (no buildings for the insurgents to spawn in and flank coalition forces)

this might even add a serious psycological effect on players entering the city, they would know that insurgents won't just come from the palace or mosque, they could literally come from any building, in a 360 degree radius.

coupled with some ambient sounds, such as that ghostly tone in basrah, and the mosque prayer call, and coalition squads would get a serious feeling of "it's just me and these 5 guys, in a hostile city, and an insurgent could come out of nowhere".

as for the prop for the spawnpoint maybe a radio or something.
and if this were to be beta tested and give the insurgents a serious advantage we could play some aribic music (similar to the radio in the RP) to slightly give away it's position.
I like this idea a lot, if there could be someway to have rally points that don't make any sound and any squad can spawn on them, then it could def work.
British forces are outnumbered by Insurgents on Al-Bashra. Check out the number of tickets -> 300 vs 600 (AFAIK).
This advantage doesn't really help insurgents that much.