Ideas on how to bring back that "Insurgency feel" to the Insurgent team.
Posted: 2008-10-02 01:52
Ok some of you may remember this thread. Well here are a few Ideas to bring that 'feel' back.
1. Spawn points and Spawn times. Bring back the Insurgent Scattered Spawn points from .75. This will help give the feel to the Coalition forces that you are "Surrounded on all sides." But to prevent Abuse by the Insurgent team. Make them non-respawnable, Only place them in enclosed or hidden areas, Give the US/UK a 5 point ticket boost for destroying them. And Most importantly Limit the Ammo they have to 3-4 times more that that of an Ammo bag, So when it's gone it's gone! This will prevent RPG/PKM spam that plagued .75 Insurgency maps. And reduce the spawn time to .75 levels.
2. Caches. Okay Caches in .75 were a ***** unless you were an Engy/Spec-ops/AT or stole an Ambusher kit. In .8 it's too easy to blow caches. Honestly it is! 30 rounds from an M4/M16 is enough to send it burning. 1 nade = Dead cache. How about bringing up the Hit points to 2 Nades and Increasing the Clip count to 3? That way instead of having some lucky US/UK ******* stumble upon a cache, Fire off his mag or throw a nade and run! They would have to take their time and be wary of Insurgents. Also I think that Caches should be able to be repaired.(I can't tell you how many times some lucky prick found a cache, fired off 20 rounds, got killed, then came back with his squad and finished it off with another 10). During that time a Civi could use his wrench(even though as unrealistic as it seems) To repair it.
3. Hideouts. Here's the thing about Hideouts. They are extremely rare and hard to get building, And serve no other purpose other then as a poor replacement for the .75 Scattered Spawns. They should be reduced to 2 per map and given more usefulness. Such as Ammo supply Abilities and Extremely Light Medical Abilities.(Which i will get into later). Also someone here suggested that Hideouts act like tunnel networks. Where you enter in one spot and exit another. I like it. But maybe it could be done like it was in C&C Generals. The Commander(You) could make an Exit anywhere on the Map but it had to be built by a Worker. Well how about the Commander Hut turns into the Entrance and the Commander can deploy exits anywhere on the Map, but they need to be built by Civis? Positions 1 stays as the Commander Position. Positions 2-6 act like exits. Position 2 is the Exit for the Commander's Hut, Positions 3-4 are the Exit's to the First hideout built, and Positions 5-6 are the Exits to the Second Hideout built. When you get in you logically get in the nearest open position. And to keep people from staying inside them for too long. Give them that 30 second "You must be commander to operate this vehicle at this position" line. But when No extra Hideouts are built positions 2-6 exit at the commander hut.
4. Weapons Allocation. As of .809 2 weapons spawn on every cache RPG and PKM. I miss the .75 weapons spawn of every weapon being random. And I think that could return albeit in a different way. Keep the 2 weapon spawn on each cache, But let only 1 of them be a PKM or RPG. Let the Other be another pick-up weapon other then the 2 already mentioned.
5. Collaborator. Ok so what was the Problem with Civies in .75? They would get themselves killed on purpose. What's the Problem with .8 Collaborators? Their spawn is too long when they are needed more now then ever. Someone here suggested that Collaborator spawn time be the reverse of .75. 30 Seconds when captured and 120 when shot. That is an excellent Idea. Well here's the Problem Collaborators get shot now more than ever. With no Penalty for the US/UK for shooting them(Other then spawn time). It's really unfair to them because how do you know you're shooting a Civi? From Mid-High range it's hard to tell who's hostile and who's not It's good for the regular Insurgents but not for Civies or Soldiers. I propose 2 things be done. 1 in the First weapons slot Collaborators given something called the "Surrender Ability." Here's how it would work. When you press 1 your hands go up and you can't move. If you are Arrested while Surrendering your Spawn time is 30 seconds. When Shot it's 10. The Soldier is punished by given a warning and 60 second extra spawn time, He does it 3 times he's 'Court Marshalled' by being shot. Any other time you are shot as Collaborator you're spawn is 120. But the Soldier is not punished. Because how is he supposed to know you are not hostile? To keep this ability from being abused it takes 2 seconds to deploy/undeploy. And Civi's no Longer are Killed for picking up Kit's.(Because how many times were you the last of your squad and wished you could pick up that AK lying next to you?) And if you drop your civi kit it's gone instantly.
6. Medical. Right now it's harder then Ever to get Medical Aid as an Insurgent because of 2 factors. 75% health requirement for bleed, And Limit on how many Field dressings the Collaborators carry. I propose that a So called "Medical Cache" is created and a "Doctor Kit" be returned. The Cache is like a Regular cache except it only Heals you. It doesn't have to be destroyed by the US/UK to win.(It will heal them aswell so it's a touch choice for them to make), It Spawns randomly on the Map and the Doctor kit spawns there. The Doctor Kit can be picked up by anyone on the Insurgents team(That means not for you Coalition forces). The Kit Contains the Surrender Ability, Rocks, Binocs, and Field Dress. But it has a Medic Bag aswell. Same spawn time as Civi.(I'm thinking 3 of the caches per map, and 3 doctor kits) The reason I would like it to be picked up by anyone on the Insurgent team is that there are 2 Insurgent Models White and Blue shirt. That cannot be randomized per kit. Since Civi already has the White shirt. So that gives an Advantage to the Insurgent with Molotovs and Cell Leader when blending in.(Thus making the Collaborator Problem in .8 compounded greatly) This Leaves RKG-3 Insurgent and Ambusher as easy pickings. And believe me guys People in PR are smarter then your average FPS'er. They hesitate to fire unless they are confident you are hostile.(Especially me on Ramiel. Blue Shirt = Fire at Will. White Shirt = Hold for Confirmation. And I've taught people that squaded with me in the past to do the same.)
7. Ambusher. .809 Ambusher has it tougher then ever. Sure Binocs are Nice, and the RKG-3 is great! But still SKS in your hands = Highest chance of being killed in a group. I propose that Ambushers lose their SKS and be similarly Equipped to Civi's. Knife, Shovel, Cell Phone, Rocks, Ied, RKG-3, Binocs. And changed the Model to be that of the Civi's.(So 4 white shirt's Per team.) Again this throws another wrench into the machine. Makes Coalition forces think more than ever about engaging.
8. Weapons, pick-ups and General Kit changes. I think that Insurgent Kits should be Split into 2 sub categories "Combat" and "Special." One would have Shovel(Combat) and the Other Binocs(Special). Combat would be the Generic Cannon Fodder Insurgents. And Special would be more suited to do a specific task. And More pick-up kits be created. You know what what? I'm gonna run this down kit by kit.
Current
Cell Leader(Special): He needs to get more defense oriented. Remove the Grenade Launcher(I really don't think that Cell Leader's go out with Grenade Launchers and make themselves A high priority target do they?) and Bring back Smoke grenades for the Insurgent team. Keep the Molotovs ofcourse.(Smoke Grenades were useful in .75. Surrounded on a cache? Pop a smoke and run)
Insurgent Molotov(Combat): Lose the Binocs keep everything else. Knife, Shovel, AK47 1+8, Molotov x2.
Insurgent RKG-3(Special): Why kid? He's just a limped War Vet. The RKG-3 is already used as a frag grenade. In .75 the War Vet felt like a More experienced Insurgent. He felt almost like an Insurgent Spec-ops, Or like the Commanders Right Hand man. I think he should get back his .75 loadout. Knife, Ak47 1+4 Mags, frags x2, 1 Smoke, Field dress. But keep his .8 binocs(Less AK Ammo then Insurgent for balance, But More versatility)
PKM(Combat): I think that PKM is heavy is it not? Remove 1 Box of ammo, 1 Molotov, and Binocs. Keep em closer to caches since their Gun has a Voracious appetite for Ammo.
RPG: I can't really classify this kit Either way. I think it's Just perfect in .8 and needs no changing.
SVD/SMLE scoped(Special): Since they are both Sniper weapons. I think the Should not have Molotovs or a Shovel. Because honestly, how many times are you gonna get up and close to an Enemy squad as a Sniper? Should you not be Looking through your scope, or Scouting through your Binocs? Not Building Stuff? Also the SVD needs an Ammo Increase to 1+4.
SMLE unscoped(Combat): I really really like the Unscoped SMLE. I just think it should lose the Binocs. And increase the Ammo count to 1+8.
SA-7(Special): Lose the Shovel and 1 Molotov. Remember in .6-75 how abused it was when it had the AK47?
Proposed
AK47 with GP-25(Combat): With the GP-25 gone from the Cell Leader, a Grenadier Pick-up kit would be nice.
G3A3(Combat): Ya I know it's been shot down before. But damn It's a good gun and they are plentiful in the ME.
SKS(Combat): If the Ambusher does not have the SKS. I think there should be a pick-up kit of it for those who like using it.
M16A2(Combat): WTF? M16A2 for the Insurgents? Well yes. It's good weapon and it would really diversify the Insurgent team even more.(Maybe limit it to Semi-Auto only?)
PPSH(Combat): Who does'nt want this weapon for City Combat?
9. Vehicles. This is gonna be short I promise. To alleviate the Technical shortage Problem on some maps. I suggest that when a PKM gunner(Or any Insurgent really) is in a car, his accuracy increases greatly!(Come on who does'nt do driveby's when they drive in former spawn cars?) And why not give the Insurgents jet skis(2 person preferably) on Basrah?(I always thought that the Palace dock was missing something.) They'ed be more realistic then the RIB.
Ok guys that's all for now. I'll edit this post if I have anymore ideas.
Please feel free to add your own.
1. Spawn points and Spawn times. Bring back the Insurgent Scattered Spawn points from .75. This will help give the feel to the Coalition forces that you are "Surrounded on all sides." But to prevent Abuse by the Insurgent team. Make them non-respawnable, Only place them in enclosed or hidden areas, Give the US/UK a 5 point ticket boost for destroying them. And Most importantly Limit the Ammo they have to 3-4 times more that that of an Ammo bag, So when it's gone it's gone! This will prevent RPG/PKM spam that plagued .75 Insurgency maps. And reduce the spawn time to .75 levels.
2. Caches. Okay Caches in .75 were a ***** unless you were an Engy/Spec-ops/AT or stole an Ambusher kit. In .8 it's too easy to blow caches. Honestly it is! 30 rounds from an M4/M16 is enough to send it burning. 1 nade = Dead cache. How about bringing up the Hit points to 2 Nades and Increasing the Clip count to 3? That way instead of having some lucky US/UK ******* stumble upon a cache, Fire off his mag or throw a nade and run! They would have to take their time and be wary of Insurgents. Also I think that Caches should be able to be repaired.(I can't tell you how many times some lucky prick found a cache, fired off 20 rounds, got killed, then came back with his squad and finished it off with another 10). During that time a Civi could use his wrench(even though as unrealistic as it seems) To repair it.
3. Hideouts. Here's the thing about Hideouts. They are extremely rare and hard to get building, And serve no other purpose other then as a poor replacement for the .75 Scattered Spawns. They should be reduced to 2 per map and given more usefulness. Such as Ammo supply Abilities and Extremely Light Medical Abilities.(Which i will get into later). Also someone here suggested that Hideouts act like tunnel networks. Where you enter in one spot and exit another. I like it. But maybe it could be done like it was in C&C Generals. The Commander(You) could make an Exit anywhere on the Map but it had to be built by a Worker. Well how about the Commander Hut turns into the Entrance and the Commander can deploy exits anywhere on the Map, but they need to be built by Civis? Positions 1 stays as the Commander Position. Positions 2-6 act like exits. Position 2 is the Exit for the Commander's Hut, Positions 3-4 are the Exit's to the First hideout built, and Positions 5-6 are the Exits to the Second Hideout built. When you get in you logically get in the nearest open position. And to keep people from staying inside them for too long. Give them that 30 second "You must be commander to operate this vehicle at this position" line. But when No extra Hideouts are built positions 2-6 exit at the commander hut.
4. Weapons Allocation. As of .809 2 weapons spawn on every cache RPG and PKM. I miss the .75 weapons spawn of every weapon being random. And I think that could return albeit in a different way. Keep the 2 weapon spawn on each cache, But let only 1 of them be a PKM or RPG. Let the Other be another pick-up weapon other then the 2 already mentioned.
5. Collaborator. Ok so what was the Problem with Civies in .75? They would get themselves killed on purpose. What's the Problem with .8 Collaborators? Their spawn is too long when they are needed more now then ever. Someone here suggested that Collaborator spawn time be the reverse of .75. 30 Seconds when captured and 120 when shot. That is an excellent Idea. Well here's the Problem Collaborators get shot now more than ever. With no Penalty for the US/UK for shooting them(Other then spawn time). It's really unfair to them because how do you know you're shooting a Civi? From Mid-High range it's hard to tell who's hostile and who's not It's good for the regular Insurgents but not for Civies or Soldiers. I propose 2 things be done. 1 in the First weapons slot Collaborators given something called the "Surrender Ability." Here's how it would work. When you press 1 your hands go up and you can't move. If you are Arrested while Surrendering your Spawn time is 30 seconds. When Shot it's 10. The Soldier is punished by given a warning and 60 second extra spawn time, He does it 3 times he's 'Court Marshalled' by being shot. Any other time you are shot as Collaborator you're spawn is 120. But the Soldier is not punished. Because how is he supposed to know you are not hostile? To keep this ability from being abused it takes 2 seconds to deploy/undeploy. And Civi's no Longer are Killed for picking up Kit's.(Because how many times were you the last of your squad and wished you could pick up that AK lying next to you?) And if you drop your civi kit it's gone instantly.
6. Medical. Right now it's harder then Ever to get Medical Aid as an Insurgent because of 2 factors. 75% health requirement for bleed, And Limit on how many Field dressings the Collaborators carry. I propose that a So called "Medical Cache" is created and a "Doctor Kit" be returned. The Cache is like a Regular cache except it only Heals you. It doesn't have to be destroyed by the US/UK to win.(It will heal them aswell so it's a touch choice for them to make), It Spawns randomly on the Map and the Doctor kit spawns there. The Doctor Kit can be picked up by anyone on the Insurgents team(That means not for you Coalition forces). The Kit Contains the Surrender Ability, Rocks, Binocs, and Field Dress. But it has a Medic Bag aswell. Same spawn time as Civi.(I'm thinking 3 of the caches per map, and 3 doctor kits) The reason I would like it to be picked up by anyone on the Insurgent team is that there are 2 Insurgent Models White and Blue shirt. That cannot be randomized per kit. Since Civi already has the White shirt. So that gives an Advantage to the Insurgent with Molotovs and Cell Leader when blending in.(Thus making the Collaborator Problem in .8 compounded greatly) This Leaves RKG-3 Insurgent and Ambusher as easy pickings. And believe me guys People in PR are smarter then your average FPS'er. They hesitate to fire unless they are confident you are hostile.(Especially me on Ramiel. Blue Shirt = Fire at Will. White Shirt = Hold for Confirmation. And I've taught people that squaded with me in the past to do the same.)
7. Ambusher. .809 Ambusher has it tougher then ever. Sure Binocs are Nice, and the RKG-3 is great! But still SKS in your hands = Highest chance of being killed in a group. I propose that Ambushers lose their SKS and be similarly Equipped to Civi's. Knife, Shovel, Cell Phone, Rocks, Ied, RKG-3, Binocs. And changed the Model to be that of the Civi's.(So 4 white shirt's Per team.) Again this throws another wrench into the machine. Makes Coalition forces think more than ever about engaging.
8. Weapons, pick-ups and General Kit changes. I think that Insurgent Kits should be Split into 2 sub categories "Combat" and "Special." One would have Shovel(Combat) and the Other Binocs(Special). Combat would be the Generic Cannon Fodder Insurgents. And Special would be more suited to do a specific task. And More pick-up kits be created. You know what what? I'm gonna run this down kit by kit.
Current
Cell Leader(Special): He needs to get more defense oriented. Remove the Grenade Launcher(I really don't think that Cell Leader's go out with Grenade Launchers and make themselves A high priority target do they?) and Bring back Smoke grenades for the Insurgent team. Keep the Molotovs ofcourse.(Smoke Grenades were useful in .75. Surrounded on a cache? Pop a smoke and run)
Insurgent Molotov(Combat): Lose the Binocs keep everything else. Knife, Shovel, AK47 1+8, Molotov x2.
Insurgent RKG-3(Special): Why kid? He's just a limped War Vet. The RKG-3 is already used as a frag grenade. In .75 the War Vet felt like a More experienced Insurgent. He felt almost like an Insurgent Spec-ops, Or like the Commanders Right Hand man. I think he should get back his .75 loadout. Knife, Ak47 1+4 Mags, frags x2, 1 Smoke, Field dress. But keep his .8 binocs(Less AK Ammo then Insurgent for balance, But More versatility)
PKM(Combat): I think that PKM is heavy is it not? Remove 1 Box of ammo, 1 Molotov, and Binocs. Keep em closer to caches since their Gun has a Voracious appetite for Ammo.
RPG: I can't really classify this kit Either way. I think it's Just perfect in .8 and needs no changing.
SVD/SMLE scoped(Special): Since they are both Sniper weapons. I think the Should not have Molotovs or a Shovel. Because honestly, how many times are you gonna get up and close to an Enemy squad as a Sniper? Should you not be Looking through your scope, or Scouting through your Binocs? Not Building Stuff? Also the SVD needs an Ammo Increase to 1+4.
SMLE unscoped(Combat): I really really like the Unscoped SMLE. I just think it should lose the Binocs. And increase the Ammo count to 1+8.
SA-7(Special): Lose the Shovel and 1 Molotov. Remember in .6-75 how abused it was when it had the AK47?
Proposed
AK47 with GP-25(Combat): With the GP-25 gone from the Cell Leader, a Grenadier Pick-up kit would be nice.
G3A3(Combat): Ya I know it's been shot down before. But damn It's a good gun and they are plentiful in the ME.
SKS(Combat): If the Ambusher does not have the SKS. I think there should be a pick-up kit of it for those who like using it.
M16A2(Combat): WTF? M16A2 for the Insurgents? Well yes. It's good weapon and it would really diversify the Insurgent team even more.(Maybe limit it to Semi-Auto only?)
PPSH(Combat): Who does'nt want this weapon for City Combat?
9. Vehicles. This is gonna be short I promise. To alleviate the Technical shortage Problem on some maps. I suggest that when a PKM gunner(Or any Insurgent really) is in a car, his accuracy increases greatly!(Come on who does'nt do driveby's when they drive in former spawn cars?) And why not give the Insurgents jet skis(2 person preferably) on Basrah?(I always thought that the Palace dock was missing something.) They'ed be more realistic then the RIB.
Ok guys that's all for now. I'll edit this post if I have anymore ideas.
Please feel free to add your own.