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Insurgency Head start
Posted: 2009-04-05 18:22
by charliegrs
Im not sure if this is possible with the bf2 engine, but heres my idea,
I get the sense thats its kind of hard to really fortify a city with traps and hideouts when your an insurgent on a map like fallujah. as soon as the round starts and you try to lay some ieds on the main road alot of times the convoys are already coming your way and you come under fire. I think in real life, alot of this fortification woudl have happened before any coalition forces showed up and the city is a total deathtrap for any coalition soldiers to roll into.
So my idea is this, right now both sides have a 2:30 spawn time at the beginning of the round. my idea is to keep the 2:30 for the coalition, but change the insurgents to only a 30 second spawn. now they have 2 mins to set up IEDS, set up cache perimeter defenses, place hideouts, hide technicals etc. when the US spawns, they will have to be extremely careful because the city has now been booby trapped like crazy, just like it would be in real life with all the warning that the city was going to be under seige.
Now you may be thinking, well in that 2 mins the insurgents are just going to booby trap the hell out the US main and its going to suck. So if its possible, which it may not be, i suggest just for that 2 min time period that there be a relatively large dome of death around the US main, that woudl disappear when the US spawns. Not so large that the US couldnt be killed shorty after exiting the main, but large enough that they dont get blown up they minute the step foot past the gate.
However I have a feeling there will be engine limitations to all this.
Re: Insurgency Head start
Posted: 2009-04-05 18:25
by 503
It's nice but I don't think it is possible. It would be a lot easier to just make the first cache appear a lot later.
Re: Insurgency Head start
Posted: 2009-04-05 19:14
by Gore
Agree, preparation time for insurgents would be nice.
Re: Insurgency Head start
Posted: 2009-04-05 19:19
by Harrod200
503 wrote:It's nice but I don't think it is possible. It would be a lot easier to just make the first cache appear a lot later.
Or surround the BLUFOR main with domes of death, trapping them inside for a couple of minutes. That way, the Ins could have a few minutes to prepare their ambushes.
Re: Insurgency Head start
Posted: 2009-04-05 19:34
by McBumLuv
Harrod200 wrote:Or surround the BLUFOR main with domes of death, trapping them inside for a couple of minutes. That way, the Ins could have a few minutes to prepare their ambushes.
I like that. Either Idea is fine (whichever is implementable in other words

). Something that I liked in the Helmands match was that the taliban could set up a proper defense before the brits were let out. While 5 minutes is pretty long, 2 minutes should be enough to set up enough defenses, but not spam an entire area with grenade traps (with ~25 players doing it for the taliban, with an average of about 5 deployed each conservatively, and on a 500x500meter map, the brits were f0cked

).
Then again, that was a planned match, with all preparations completely scripted. I wouldn't expect anything like that in pub games.
Re: Insurgency Head start
Posted: 2009-04-05 20:20
by charliegrs
Harrod200 wrote:Or surround the BLUFOR main with domes of death, trapping them inside for a couple of minutes. That way, the Ins could have a few minutes to prepare their ambushes.
that may be the way to do it if the original plan is not possible due to hardcodedness. i like it.
Re: Insurgency Head start
Posted: 2009-04-05 20:21
by charliegrs
McLuv wrote:I like that. Either Idea is fine (whichever is implementable in other words

). Something that I liked in the Helmands match was that the taliban could set up a proper defense before the brits were let out. While 5 minutes is pretty long, 2 minutes should be enough to set up enough defenses, but not spam an entire area with grenade traps (with ~25 players doing it for the taliban, with an average of about 5 deployed each conservatively, and on a 500x500meter map, the brits were f0cked

).
Then again, that was a planned match, with all preparations completely scripted. I wouldn't expect anything like that in pub games.
having not played that match, can you tell me how it worked? like how the taliban were able to prepare before the brits were able to leave their base?
Re: Insurgency Head start
Posted: 2009-04-05 20:52
by Gore
It was the deal that the Brits were to wait a few minutes so we the Taliban could prepare. And it worked, as soon as the time was up they moved out.
Re: Insurgency Head start
Posted: 2009-04-05 21:06
by McBumLuv
GoreZiad wrote:It was the deal that the Brits were to wait a few minutes so we the Taliban could prepare. And it worked, as soon as the time was up they moved out.
Yup, though it was all moderated and planned, so not really possible in practice on public games without something else put in place.
Re: Insurgency Head start
Posted: 2009-04-06 10:00
by cyberzomby
Giving them a head-start sounds like a good idea. Maybe the devs can script in a door or something that opens after 2 minute timer.
Re: Insurgency Head start
Posted: 2009-04-06 10:10
by LtSoucy
I fully disagree,insrgurents gear up and get read when a opposing facton comes to there area, they dont have time to get a head start. Its fine how it is.
Re: Insurgency Head start
Posted: 2009-04-06 10:19
by UncleSmek
5+
I've always wanted this when played insurgents and it is pretty hard to booby trap when you have APC's going around the place 24/7. Of all the IED's and booby traps i've seen has only 5 0% succeded because someone always gets killed when putting it to the ground.
Re: Insurgency Head start
Posted: 2009-04-07 01:28
by charliegrs
LtSoucy wrote:I fully disagree,insrgurents gear up and get read when a opposing facton comes to there area, they dont have time to get a head start. Its fine how it is.
oh really? what about the {real life} invasion of fallujah in 2004? it was so well known that it was going to happen that the decision to go in was actually held off until after the 2004 presidential election. you dont think the insurgents were using that time to booby trap the hell out of the city? i highly doubt that the fallujah insurgents were waiting until abrams were rolling down their streets before they set up their IEDS and whatnot. hell even the invasion of iraq itself was no surprise. its only common sense for an enemy to beef up its defenses in areas where it knows its going to be attacked.
Re: Insurgency Head start
Posted: 2009-04-07 10:00
by Remoted-Bomb
I am for this.
Re: Insurgency Head start
Posted: 2009-04-07 10:12
by Durkie
Why don't you script is so that the BLUFOR can spawn but can't exit there main base in this way they shoot insurgents that are trying to plant 20 mines in front of their gate but the insurgents got the time to bomb the rest of the city
Re: Insurgency Head start
Posted: 2009-04-07 10:33
by CryOfTheWulfen
Harrod200 wrote:Or surround the BLUFOR main with domes of death, trapping them inside for a couple of minutes. That way, the Ins could have a few minutes to prepare their ambushes.
I think this is the best way as it also represents the Coalition forces being able to post sentries to watch the area immediately arund their camp
Re: Insurgency Head start
Posted: 2009-04-07 11:45
by {UK}Suzeran
Harrod200 wrote:Or surround the BLUFOR main with domes of death, trapping them inside for a couple of minutes. That way, the Ins could have a few minutes to prepare their ambushes.
genius more reason to have engineers !!! also need to be able to C4 mines etc
"Why don't you script is so that the BLUFOR can spawn but can't exit there main base in this way they shoot insurgents that are trying to plant 20 mines in front of their gate but the insurgents got the time to bomb the rest of the city"
further genius like a 20 secs timer like in the mosques!
Re: Insurgency Head start
Posted: 2009-04-08 10:25
by LtSoucy
Sorry to ruin everyones hope. you cant make them spawn late, temp dome of death or anything, cant be done in BF2 engine.
Re: Insurgency Head start
Posted: 2009-04-08 12:23
by jayceon515
If this was implented ingame it would IMO be exploited 90% of the time.
Insurgents would try to place their IEDs as close as possible to US main and you know what that means.