Insurgency v2
Posted: 2008-05-21 01:50
I've already posted this idea in the Insurgent equipment thread on this page, but I regret it - there was no way to make it fully pertinent to the thread, so I created this thread in order to free the equipment thread of my spam.
This idea involves several things:
1. Allow only two spawn kits - Civilian and Militant.
2. Use the kit limiting system to randomize the kits requested from caches.
3. Give the Insurgent kits more varied weaponry, like the FAL and M16.
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The reasoning behind #1 is that a real insurgent would be, to put it simply, some guy with a rifle. He would probably grab whatever weapon he could from a cache in order to kill some Western scum - not choose from some menu. Limiting the spawn kits would give the player two easy options: play civilian, or play grunt.
In randomizing kits using the QM system, the Insurgents are allowed a far wider choice of kits than pick-up kits can allow, because of the space limitations of the current system. However, the QM could only be used within 25m of a cache, and only some kits are issued at the assorted Insurgent rallies. I would imagine that, in real life, some kind of leader would assign weapons to the insurgents; the QM is the best representative we have.
By giving the Insurgents other, non-Russian weapons (probably without scopes), we can give the Insurgents incentive to change their style of play and learn to fight with what they have. Some weapons might be overkill, some might not be powerful enough for Insurgents - testing would be needed, and I'm willing to learn how to stitch this idea together myself so that we can see exactly how it would work in live play.
This idea involves several things:
1. Allow only two spawn kits - Civilian and Militant.
2. Use the kit limiting system to randomize the kits requested from caches.
3. Give the Insurgent kits more varied weaponry, like the FAL and M16.
-----
The reasoning behind #1 is that a real insurgent would be, to put it simply, some guy with a rifle. He would probably grab whatever weapon he could from a cache in order to kill some Western scum - not choose from some menu. Limiting the spawn kits would give the player two easy options: play civilian, or play grunt.
In randomizing kits using the QM system, the Insurgents are allowed a far wider choice of kits than pick-up kits can allow, because of the space limitations of the current system. However, the QM could only be used within 25m of a cache, and only some kits are issued at the assorted Insurgent rallies. I would imagine that, in real life, some kind of leader would assign weapons to the insurgents; the QM is the best representative we have.
By giving the Insurgents other, non-Russian weapons (probably without scopes), we can give the Insurgents incentive to change their style of play and learn to fight with what they have. Some weapons might be overkill, some might not be powerful enough for Insurgents - testing would be needed, and I'm willing to learn how to stitch this idea together myself so that we can see exactly how it would work in live play.