Insurgency
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jayceon515
- Posts: 436
- Joined: 2007-07-24 14:19
Insurgency
Yesterday I played Al Basrah after a long time and I had a few awesome rounds. For the first time I had a feeling that I was fighting as insurgent. Nobody didn't care about the VCP and APCs were rolling trough the streets like never before looking for insurgents not for caches.
The idea is to remove every single capable CP and all cache signs from insurgency maps (keep the caches so the insurgents have enough pickup kits and ammo). Give the invaders more assets (tanks, APCs, helos). This will let the map to be played as IRL (insurgent would have to hide inside buildings, setting ambushes and waiting for the enemy to come to them and not like now when GB team waits for the insurgents to come to the VCP). It simply forces the insurgents to defend the city not to attack the invaders like it was in 0.5. Tanks and helos would make sure that noone stays alive outside the city limits.
This would work with tickets and not with weapon caches (the caches should stay as they are now just with no red circles and for every destroyed cache the insurgents loose 20 tickets or such). Set the tickets ie 200 for attackers and 500 to insurgents and keep their low spawn time to simulate fast reinforcements. IRL there isn't unlimited number of insurgents fighting at the given time but the invaders are always outnumbered.
What I wanted to tell is 1) that when the coalition forces enter the insurgent held city their primary task is to kill insurgents. They usually destroy their weapon supplies but this is secondary.
2) Most of the fighting would take place in the city and village. This would neutralize the VCP syndrome (it would probably work as it did in 0.5 - insurgents ambushed USMC but they usually got waisted with not really affecting the Marines.
Just my 2 cents.
Feedback wellcome
The idea is to remove every single capable CP and all cache signs from insurgency maps (keep the caches so the insurgents have enough pickup kits and ammo). Give the invaders more assets (tanks, APCs, helos). This will let the map to be played as IRL (insurgent would have to hide inside buildings, setting ambushes and waiting for the enemy to come to them and not like now when GB team waits for the insurgents to come to the VCP). It simply forces the insurgents to defend the city not to attack the invaders like it was in 0.5. Tanks and helos would make sure that noone stays alive outside the city limits.
This would work with tickets and not with weapon caches (the caches should stay as they are now just with no red circles and for every destroyed cache the insurgents loose 20 tickets or such). Set the tickets ie 200 for attackers and 500 to insurgents and keep their low spawn time to simulate fast reinforcements. IRL there isn't unlimited number of insurgents fighting at the given time but the invaders are always outnumbered.
What I wanted to tell is 1) that when the coalition forces enter the insurgent held city their primary task is to kill insurgents. They usually destroy their weapon supplies but this is secondary.
2) Most of the fighting would take place in the city and village. This would neutralize the VCP syndrome (it would probably work as it did in 0.5 - insurgents ambushed USMC but they usually got waisted with not really affecting the Marines.
Just my 2 cents.
Feedback wellcome
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Swe_Olsson
- Posts: 1030
- Joined: 2007-04-30 17:45
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nedlands1
- Posts: 1467
- Joined: 2006-05-28 09:50
Yeah, too many people are playing Al Basrah like it was a conventional map. Most people have a party at VCP and a few search for and defend weapons caches. Attention needs to be diverted away from one activity to the other. Otherwise, there are too few people for each task. Other maps focus on flag capture, including some Insurgent maps (eg Helmand Province), so is probably prudent focus solely on cache hunting for this one. This means making VCP an uncap and possibly changing it from a defensive checkpoint to a forward base or removing it entirely.
EDIT: saw the bit in the original about insurgents not seeing their own caches. Maybe the average insurgent shouldn't, instead the commander (aka The INSURGENT MASTERMIND!) should. The commander would become vitally important. Squad leaders could be in charge of their own "cell" and have knowledge of the whereabouts of several, tightly packed, caches.
EDIT: saw the bit in the original about insurgents not seeing their own caches. Maybe the average insurgent shouldn't, instead the commander (aka The INSURGENT MASTERMIND!) should. The commander would become vitally important. Squad leaders could be in charge of their own "cell" and have knowledge of the whereabouts of several, tightly packed, caches.
Last edited by nedlands1 on 2007-11-01 12:44, edited 1 time in total.
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Outlawz7
- Retired PR Developer
- Posts: 17261
- Joined: 2007-02-17 14:59
Its actually fine as it is now, the Merlin and a ton of IFVs are enough, since they also respawn back in 5 minutes, theres basically unlimited number of them.
What we just need is a way to win as Insurgent by not capping VCP or playing the map for 3 hours, until the British finally lose 350 tickets from dead players and IFVs.
Also, I hate the village in terms of fighting in it, since all the buildings can get destroyed and there's nothing to take cover behind.
What we just need is a way to win as Insurgent by not capping VCP or playing the map for 3 hours, until the British finally lose 350 tickets from dead players and IFVs.
Also, I hate the village in terms of fighting in it, since all the buildings can get destroyed and there's nothing to take cover behind.

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jayceon515
- Posts: 436
- Joined: 2007-07-24 14:19
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darkNight
- Posts: 202
- Joined: 2007-10-25 20:53
Fantastic idea!!! That would be perfect! I really hate it when im playing as Insurgent and you just have to attack the VCP.. nearly noone is protecting those caches. Besides the Insurgency style is ****! Would be muuuuch better if the British just have to clear the city or kill the Insurgent Leader which can orders special kits. The Insurgents must plant some IEDs and have to wait for the brits to make an real ambush. That would be awesome. And totally destructable buildings would be great, too! And with totally desctructable i mean you can destroy everything! Every building. Just imagine... the Insurgents are hidding inside of buildings and the brits are firing with nearly everything they can find. Tanks and all that shit, you know... but they can't kill all of them, they have to get inside of the city and there the hell begins! Without teamwork you can forget it! Everywhere insurgents with RPGs, machine guns all that ****, on top of the roofs and behind obstacles! Real urban warfare.
And please add some VIP-Missions to .7!!! And hurry don't want to wait for it
And please add some VIP-Missions to .7!!! And hurry don't want to wait for it
الجمهورية العراقية الجهاد في سبيل لجهاد فيل أَكْبَر proud to be a Middle-East urban combat player
You can't fly and wanna learn it?? -----> Try this!! - Improvement guaranteed!
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Mongolian_dude
- Retired PR Developer
- Posts: 6088
- Joined: 2006-10-22 22:24
Hmm, he has a point.
Removing the NVCP as a Capture point(not spawn) would bring the fight to the city.
It'd lead newer players to think "WTF? There are no flags. So what are we meant to do?" Causing them to figure it out or simply ask.
It'd keep the INS in the city so they would actually employ tactics similar to those of RL and urban-guerrilla warfare.
...mongol...
Removing the NVCP as a Capture point(not spawn) would bring the fight to the city.
It'd lead newer players to think "WTF? There are no flags. So what are we meant to do?" Causing them to figure it out or simply ask.
It'd keep the INS in the city so they would actually employ tactics similar to those of RL and urban-guerrilla warfare.
...mongol...
Military lawyers engaged in fierce legal action.
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[T]Terranova7
- Posts: 1073
- Joined: 2005-06-19 20:28
I've always believed the VCP flag needed to go. Every Insurgent and his dog seems to fancy attacking that damn flag, because defending caches isn't thrilling enough I suppose.
My opinion is that the Insurgents should be capable of spawning directly on their caches, to help encourage the defense of them. The brits being capable of viewing the red circles should stay, as it simulates them gathering intelligence on Insurgent cache positions.
There was another thread about adding additional objectives to the mix as well. Basically the brits would not only be responsible for the destruction of enemy caches, but they would also have to destroy crash sites (and possibly extract the pilot). Another idea might be a "Sweep" objective, where the Brits must check & clear structures with interiors in them. This can be accomplished by going inside and destroying a static spawn point. Each interior may also hold documents which by picking them up, contributes towards your teams intelligence points.
My opinion is that the Insurgents should be capable of spawning directly on their caches, to help encourage the defense of them. The brits being capable of viewing the red circles should stay, as it simulates them gathering intelligence on Insurgent cache positions.
There was another thread about adding additional objectives to the mix as well. Basically the brits would not only be responsible for the destruction of enemy caches, but they would also have to destroy crash sites (and possibly extract the pilot). Another idea might be a "Sweep" objective, where the Brits must check & clear structures with interiors in them. This can be accomplished by going inside and destroying a static spawn point. Each interior may also hold documents which by picking them up, contributes towards your teams intelligence points.
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Tikigod
- Posts: 46
- Joined: 2007-11-03 22:08
It would be cool if the weapons caches could be set by a squad leaders at the start of game. Kinda like a rally point to make the cache locations more interesting and harder to find (for those that play the same map all the time). Its alot of fun findng a good hiding spot for rally points as a squad leader (placing them in shadows, a sunken hole, in a crack of a mountain, back room of a building, or clump of trees.) It would be really cool if caches could be hidden the same way.
To make squad leaders drop a cache, everyone spawns as a defenseless civilian. In order to get kits for their squad leader must drop a cache. Once a cache is placed it cannot be picked up and has to be defended for the rest of the map. The server rules would be set that everyone must join a squad in 1-2 minutes or be kicked. Then the squad leader must place a cache in 1-5 minutes or be kicked. The random locations could be the initial spawn locations of the squad leaders and they can only place a cache within x amount of meters from that location. (that way they are all spread out)
There are many parts of maps that you never see battles in only because there isn't a flag to cap or cache to defend. Maps would be alot more interesting if these points could be set by users rather than the same fixed positions.
Operation Flashpoint had a game mod called CTI (Capture the Island) A commander would build a base with various buildings anywhere on the map and it was up to the other team to find and destroy every unit he built. It was loads of fun because: you never knew where the base location would be, it would take forever to find, and took you to locations on maps that you normally wouldn't visit.
To make squad leaders drop a cache, everyone spawns as a defenseless civilian. In order to get kits for their squad leader must drop a cache. Once a cache is placed it cannot be picked up and has to be defended for the rest of the map. The server rules would be set that everyone must join a squad in 1-2 minutes or be kicked. Then the squad leader must place a cache in 1-5 minutes or be kicked. The random locations could be the initial spawn locations of the squad leaders and they can only place a cache within x amount of meters from that location. (that way they are all spread out)
There are many parts of maps that you never see battles in only because there isn't a flag to cap or cache to defend. Maps would be alot more interesting if these points could be set by users rather than the same fixed positions.
Operation Flashpoint had a game mod called CTI (Capture the Island) A commander would build a base with various buildings anywhere on the map and it was up to the other team to find and destroy every unit he built. It was loads of fun because: you never knew where the base location would be, it would take forever to find, and took you to locations on maps that you normally wouldn't visit.
Last edited by Tikigod on 2007-11-05 03:18, edited 1 time in total.
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blud
- Posts: 1246
- Joined: 2006-09-04 22:22
Actually I think it's because if you cap and hold that flag you basically ensure a win. (Not totally sure though cuz I haven't played basrah very much)Terranova wrote:I've always believed the VCP flag needed to go. Every Insurgent and his dog seems to fancy attacking that damn flag, because defending caches isn't thrilling enough I suppose.



