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Yet another insurgency idea - manual cache placement

Posted: 2007-11-30 15:47
by Deadfast
I previously wanted to post this in the cache relocation thread, but I decided not to hijack that topic.


Sometimes I just feel like the game hates me with the cache locations. As a Brit I'm usually having a hard time finding the them, because they're just well hidden. Not as insurgent, though. Mostly the caches are just placed on the worst places ever - rooftops of small buildings, where you can see from 500m, open areas and so on. Few times I even saw a cache at the M82 spawn. Guess how long it stayed there (how long does it take with a Land Rover there?). Another problem is that the locations are predefined. There may be 300 places where it can spawn, but sooner or later, you'll learn most of them.
This is why this idea was born.

At the start of the round, there would be no caches present so it would be up to insurgents to place them. The "no cache" status would be accompanied by heavy ticked bleed that would decrease with every placed cache (to force insurgents to actually place some). The bleed would finally stop, when all caches would be deployed.
To deploy a weapon cache you would need an officer kit and 3(?) squad members with you (to simulate carrying of the weapons). You wouldn't be allowed to deploy more than specified number (2 or 3) of caches in 100m radius to prevent placing all the caches at one place and then camping the place all the round.

Brits would obtain location informations in a bit different way too.
Each insurgent squad would get its own "Cache cover level", that would start at 100 and would increase/decrease with certain actions. Once it would hit zero, one of the squad's caches would appear and if the squad "owns" another cache it would reset to 100 again.

Cover points should decrease:
Brits kills a squad member (5 points?)
Brits kills a squad leader (10?)
Brits capture (knife) a squad member (20?)
Brits capture a squad leader (even 50? - he's the one who knows the most)

Counter would increase with:
Squad kills an enemy officer (10? - causing fuss in the enemy lines)


I think this would randomize the game a bit more and give the insurgents something else to do than just rushing VCP.

I just hope this is not hardcoded.

So what do you thing ? (Just don't stone me please ;-) )
Deadfast

Posted: 2007-11-30 15:50
by arjan
seems intresting..
and i like the ''cache cover level'' verry much

Posted: 2007-11-30 16:07
by Ragni<RangersPL>
Deadfast wrote:Another problem is that the locations are predefined. There may be 300 places where it can spawn, but sooner or later, you'll learn most of them.
Well, actually there are something like 130 of those places, I have found 120 of them and confirmed thier locations with screenshots.

About weapon caches placed by insurgents idea: Sound like a Good idea.

About Cache cover level/points idea: Is this realy necessary?

Posted: 2007-11-30 16:21
by Sprint
theres at least one problem with this. How will it be if the server only have like 2 players on each side?
It could be solved with that one cache is representated by 4 (example) kits or pickup weapon, wich you then deploy by dropping or smth. So you would have one main weapon box, and then the last 3 needs to be dropped within a few metres from the main box. Then once all the boxes are on the same place (the new cache location) it would become a weapons cache. Also, to give the insurgents some time to gtfo their main base to deploy the boxes, the desert of albasrah could be made bigger, so the distance between VCP and the city would be made bigger (took albasrah as thats the only insurgent map right now :D . It just needs to be a big distance between the main bases on the INS map).
Then there is left to solve the problem with the boxes, what if the person carrying the main box (or any other of the boxes) is killed? Will the box be lost or will it bounce back to main base? Will the cache be destroyed if all the boxes are lost?

Please work on the idea

Posted: 2007-11-30 16:24
by Deadfast
Ragni<RangersPL> wrote:
About Cache cover level/points idea: Is this realy necessary?
There's gotta be a system to reveal them sooner or later.
This is based on the "intelligence points" system we've got now. I don't think that it would be usable in this system - it would be unfair to the squad if some random guy revealed their perfectly hidden cache.
I know that the points may not be good, but that's why I placed the questing marks behind them. If you think of a better number or a complete new revealing system then just go ahead. It's a discussion forum after all ;) .

@Sprint:
This would not solve the low player number problem. However I didn't think about this problem before, so thanks for bringing me to this. I don't really think that at player number 2 somebody plays serious round, though. Anyway, this could be solved with numbers of necessary caches dependent on player number.
Speaking of your idea, I think it would not be that much usable. Just try to imagine that random dudes just picks that kit and runs away with it. Disaster for the team.
I was thinking about something similar, tho. I've got 2 variants of it.

1st
Squad leader can request "carrier" kit at main flags (mosque, palace). To do so, he needs to have 3 squad members with him. This "carrier" kit will allow him to place a cache later on. He would need to have 3 squad member with him again.

2nd
A special kit (carrier - equipped only with pistol) would be available to request at main flags. To allow squad leader to deploy a cache, he would need to have 3 "carriers" from same squad with him and an officer kit.
If a carrier is killed, the insurgent team will get a ticket penalty,

Posted: 2007-12-02 12:32
by Deadfast
Bumpy, anyone else ?