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Relocation of weapons caches [Insurgency mode]

Posted: 2007-11-29 18:14
by Himalde
It would be real cool and more realistic if the caches could be relocated around the map (not easily and with great risk, of course). And I have a suggestion how to do it.

All insurgent squad leaders (since there is no insurgent commander) should have the availability to mark a cache for relocation by placing a small flag (red) next to it (or some other sign, so it is different from the rest). Then the squad leader can place a “new” cache at a better location with a green flag (or whatever) close to it. In this state, if one cache is destroyed before, both are destroyed. Then each player can request a special kit (transport kit) at the cache, pick it up, then get to the other location, then request the old (or a new standard) kit again (and pick it up), leaving the transport kit at the “new” cache, (in an area of 2 meters?). If a transport kit is lost, the exact location of both caches is reviled to the British forces (need to blow up just one of them). Once enough (??? 20, 30 or 50???) transport kits have been transferred, the flags and old cache disappears. Only the remaining cache is the new target.

There are some unanswers questions:
Is the British forces informed the relocation?
What is the weapons , if any, in the transport kit?
Are there any restrictions of how many caches that can be transferred?
(And several more, I’m sure you’re thinking of some)

So what do you thing?


By the way, love the mod

Posted: 2007-11-29 21:18
by OkitaMakoto
How about having each SL somehow be responsible for placing his ammo cache (INS version of the RP system) but it doesnt have spawn. Then they are more or less responsible for it. it cannot be moved, and the Allies have to find that and destroy it like normal insurgency mode?

could be cool, but could easily be exploited, hidden in walls, very very hard to reach illogical places for an ammo cache, etc.

Posted: 2007-11-30 05:57
by DarkTalon
[R-CON]OkitaMakoto wrote:How about having each SL somehow be responsible for placing his ammo cache (INS version of the RP system) but it doesnt have spawn. Then they are more or less responsible for it. it cannot be moved, and the Allies have to find that and destroy it like normal insurgency mode?

could be cool, but could easily be exploited, hidden in walls, very very hard to reach illogical places for an ammo cache, etc.
it also foes leave some room for exploitation, however i have pretty much memorized every possible location for weapons caches, (i.e. when i get in the merlin i have a list of spots i check and will very often find one on my route, if not multiple)

Posted: 2007-11-30 10:52
by Reddish Red
The Problem is that a Civi can help his sqaud leader to get the ammo cache in a unreaable locations with the grapple.

Posted: 2007-11-30 13:19
by BloodBane611
Yeah. If the Ins. put the weapons cache on a roof with no ladder or some such, the brits would need the merlin just to get to it. And a merlin hoving over the side of a building is just RPG bait.

I could see it working in a tournament match, but a pub server would need some serious teamwork. A good number of guys on the ground making sure there are no RPG shooters around and some people to fly to the building and blow up the cache. That would be rare on a pub server.

Posted: 2007-11-30 14:12
by fuzzhead
DarkTalon - theres over 300 possible cache locations i doubt youve memorized all of them ;)

Posted: 2007-11-30 14:21
by Outlawz7
130 and it's pretty easy to find them

Posted: 2007-11-30 14:45
by Sprint
I like the idea of being able to move the caches.

But another idea would be that 5 caches spawn at random places, and 5 can be placed with a truck or smth at the beginning. Or to get these caches to impossible places they could be "ammo" for a kit for the insurgents, like "Carryer" and they need to move 10 boxes of ammo from the truck to one place, wich then becomes the cache. THis would maby not work on a server with 5 online, but with 10 players on each team you can place the caches on more or less impossible places, much harder to find than the current locations.

Posted: 2007-11-30 14:50
by fuzzhead
Outlawz: theres more in next version ;)

Posted: 2007-11-30 14:59
by Himalde
Now we are discussing at lest tree things:
1 Relocation of caches by SL.
2 Placing of caches RP-system.
3 Possible locations for caches in 1 and 2.

1
I feel the need to move caches, especially after the location has been revealed. I can accept even to move it to another “standard” location. Just so I can move it away from the targeted area. But it should not be easy, but risky and time consuming as described in my fist post.

In this way no area is “clear” of caches.

2
I like this idea in general, but realize that it might become very difficult to find the cache since they can be hidden in walls etc.

3
To solve the rooftop problem:
The engineer gets the grappling hook as he does in mountain maps.

If we just used large caches (not RP) they could not be hidden inside walls, or?

Posted: 2007-12-01 00:19
by BloodBane611
[R-DEV]fuzzhead wrote:Outlawz: theres more in next version ;)
I feel like this post just destroyed the purpose of 3 threads. Probably because it did.

But just to continue this, I think that at this point we need a better understanding of what is actually possible to code. Is it even feasible to create a weapons cache dynamically ingame?

Posted: 2007-12-01 12:41
by nedlands1
Jonny wrote:Probably, CO-asset-like thing placeable by SL, gets ammo from ammo bags, once it gets enough it can be 'activated' automatically/by pressing 'E'. It would spawn in a similar state to the bunker, ie visible as a foundation (different model) but not active and with a marker on the map for one team. Once 'built' (supplied with ammo) it becomes active and a marker appears for each team depending on intel level. Once destroyed it is counted toward the total caches destroyed.

There may be hidden complications though, and it is harder to code than that.
Sounds great. It adds a use for the commander in the insurgent team and allows them to gain weapons and ammo. Maybe a few caches should be fixed and the rest can be placed by the commander.

What if the insurgents had only two spawn classes? One would be a civilian class like we have now and the other would be a "sympathiser" class armed only with a kitchen knife, rocks and a molotov cocktail? The "sympathisers" would have to make their way to the weapons caches to arm up and fight. They would request the normal spawn kits at the caches. The special kits would also regularly spawn at the caches like now. By destroying the caches, the British would reduce the insurgents ability to fight.

Posted: 2007-12-01 13:10
by nedlands1
Why not make it a ticket based objective system like the AAS system now? That way it won't matter how many caches the ins have. By having the CO place the caches it can introduce a new objective for the British and Insurgents alike. The Insurgents would have to protect their precious leader in order to keeps the supply of weapons coming (through the deployment of caches). The British would have to try kill the leader and in doing so would slow the supply of weapons allowing them to crack down on the "sympathisers" and civis.

Posted: 2007-12-01 13:20
by crudge
how about giving the insurgent a commander who does all the regular stuff a commander does....but replace the supply drop with cashe placement and change the time it take to reload to like 20 mintues and take the car drop out

Posted: 2007-12-01 13:26
by nedlands1
crudge wrote:how about giving the insurgent a commander who does all the regular stuff a commander does....but replace the supply drop with cashe placement and change the time it take to reload to like 20 mintues and take the car drop out
The cache deployment system could work well like that I suppose. The caches could appear in a "depleted" state then be filled up with munitions. Roadside bomb could be commander placed too.