insurgent spawn points
Posted: 2008-11-09 06:19
how about let each insurgent squad make their own rally points it wont give them wepons just a place to spawn????????
The hide-outs provide such a system, the only difference is that they take a bit of time to set up. There's no requirements to build them besides having a Cell Leader with the correct kit and some grunts with shovels. These aren't used enough.bigpimp83 wrote:how about let each insurgent squad make their own rally points it wont give them wepons just a place to spawn????????
Dr2B Rudd wrote:whats the point in that?
that makes it closer to AAS, asymmetry is part of what makes it fun
having the start spawns act like conventional RPs would be nice though, alive forever until 3 enemy troops come within 50m. <- would encourage systematic area clearance, and would prevent insurgents spawning in to a camped spawn. (for korengal cave spawns it might be better to make the radius smaller so that enemies passing nearby who miss the cave wont trigger the spawn's expiry.
Respawn after 30mins approx would encourage aggression in UK/US tactics and would also help keep the entire map in play rather than get stuck in one place.
Another addition that would help keep the gameplay hard and fast would be having a temp spawnpoint spawn with a new caches with a lifespan of only 2mins, encouraging the use of cache weaponry and defence of caches. (these spawns would have the 50m radius thing as well, so that if US/UK troops are lucky enough to be in the location, the insurgents can't just transport in from their starship)
sorry for hijack, but promoting gameplay differences between teams is more fun.
This works for me and seems easy enough to add. Like you said, it would make searching these caves more important to the battle. There have been several times I've asked my SL if we should check a cave we have come across, only to be told that it's been a while and the spawn should be disappear soon....and then have 5 Insurgents come out of that same cave and ambush us from behind.Dr2B Rudd wrote:whats the point in that?
that makes it closer to AAS, asymmetry is part of what makes it fun
having the start spawns act like conventional RPs would be nice though, alive forever until 3 enemy troops come within 50m. <- would encourage systematic area clearance, and would prevent insurgents spawning in to a camped spawn. (for korengal cave spawns it might be better to make the radius smaller so that enemies passing nearby who miss the cave wont trigger the spawn's expiry.
Respawn after 30mins approx would encourage aggression in UK/US tactics and would also help keep the entire map in play rather than get stuck in one place.
*beep* *beep* "Six to beam up Doctor!"Dr2B Rudd wrote:Another addition that would help keep the gameplay hard and fast would be having a temp spawnpoint spawn with a new caches with a lifespan of only 2mins, encouraging the use of cache weaponry and defence of caches. (these spawns would have the 50m radius thing as well, so that if US/UK troops are lucky enough to be in the location, the insurgents can't just transport in from their starship)