Changes to Basrah [Gameplay]
Posted: 2008-07-25 04:09
Just a thread with suggestions from anyone and everyone who thinks that Basrah could use some changes. For those who don't know, many networkable objects are being removed in v0.8 to prevent the crashes after a round on Basrah ends.
- Remove the Merlin - The Merlin on Al Basrah wastes more tickets than the number of troops it actually transports, on a usual basis. Instead, focus Al Basrah on land vehicles and infantry squads; it will allow the insurgents the opportunity to set up regular ambushes and stop worrying about the Merlin flying very obviously overhead and trying to drop troops on the opposite side of you, only to be wiped out by a few insurgents collaborating on a rooftop.
- Change Insurgent Rallies - Far too often there are 3 map-placed rallies extremely close to eachother; is there a way to set a distance requirement of the rallies, or creating a few preset patterns that would rotate?
- Moving Vehicle Wrecks - Some of the static wrecks (such as the blue and orange cars near the North enterance of the city along the main road could use some replacing to allow for some tactical placement of IEDs. Some of them could be placed near the road, or in the road, to add some variety to the roads of Al Basrah.
- Changes to Cache System - Currently there are 3 caches active regularly. Insurgents are usually concentrated around 2 of them, if you're lucky. Instead, reducing the active caches to 2 (Or, my personal opinion, a single cache area with perhaps a second one that cannot be seen by british forces until the first one is taken out) to concentrate the fight. Intel would still work the same way; caches will not be seen by the British side until the British meet the intel requirement. Also, the amount of caches should be reduced to 5-6 caches overall to account for the amount of time the British would spend on a single cache (British may need an increase in tickets overall).
- More Severe Civi Punishments - Right now the British end up screwing over their team more than they know by killing a Civi, those 10 tickets just go down the drain so quickly; Hopefully with the fix of the "Death timer decrease" glitch in v0.8, this will reduce. If not, however, the civi penalty should increase somehow. The main annoyance about civis is if they hide from a tank while it is being attacked by insurgents in the area, and heat rounds kill the civi and the team is punished. I'm recommending (if possible) that civis within a 20m, 50m, or 100m (whichever doesn't disrupt gameplay so much) of a non-civi teammate that the British team will not be penalized for killing him due to supporting insurgents.
- Civi Appearance Change - I'm not saying that the civi should go back to it's old BRIGHT GREEN vest, but if he's going to have that white striped shirt then no one else on the insurgent team should. Give the civi a uniform that isn't immediately obvious, but not so that you can mistake an insurgent kit or the like (they render with weapons but without the head-piece at a distance of 100m or so, and obviously without either farther out)
- Less focus on the West Village - Too many times there is a cache out in West Village, and it seems although the entire British team goes straight to the village and assaults that cache relentlessly. It usually takes them far too long to find the cache, and often causes the British to lose too much time and they end up losing the round.