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Insurgent and Taliban commander informants

Posted: 2009-07-24 17:11
by dbzao
Since the Commander UAV update we have been thinking of ways to give the Insurgent and Taliban commanders something extra to help improve their role. From some comments in that thread this idea came up.

First, the Insurgent and Taliban commanders will be able to access their command map from any hideout in the map, in addition to their "command post" safe hideout. Since both faction's squad leader kits have shovels, they can even deploy the hideouts themselves. This will give the commander some mobility, but it's up to him to decide if it's a good tactic.

Then, not feeling this was enough to encourage more players to become commanders for these factions in comparison to the conventional forces, we created this "Informants" system.

The Insurgent and Taliban commander is already able to place up to seven waypoints on his map, positions he thinks are important for his team. The moment six or more enemy troops pass around that location, a contact report will be sent just for the commander relaying where the enemy was last seen.

This report right now takes from 30 to 60 seconds to reach the commander and he is responsible in keeping track and passing that information to the squad leaders that need it. Also, marking new waypoints make new reports take 5 minutes to start being sent to the commander after it was placed. Think of it as the informant moving to a new location.

We think this feature will add a new, somewhat realistic, layer of intel gathering to the Insurgent and Taliban teams, making the commander an even better bonus for his team.

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:13
by Rudd
Perfect!

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:31
by McBumLuv
Wow, I'm impressed, a very good move I must say :p

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:32
by Wilkinson
excellent Idea. Great work

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:39
by Dizakui
Great idea, sounds like it'll be fun

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:40
by Tofurkeymeister
Someone thought this over quite well :D . Great system, if you ask me.

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:42
by MonkeySoldier
Good to see that the PR team is doing it's best to make the commander popular. :)

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:44
by Peeta
interesting! 8)

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:45
by StuTika
Wow, excellent idea! And really realistic if you think about it :D .

I must make one comment though - I think 6 enemies is too many to trigger a report. I think 3 or 4 would be appropriate. 6 means a full Humvee wouldn't set it off - ooh, there's a good point, it should be that any vehicle (no matter how full) triggers a report. A vehicle is pretty signifiant.

Stu.

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:50
by Jigsaw
Awesome

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:53
by jmlane
Sounds really neat. Good idea!

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:54
by waldo_ii
I like the idea, but I can imagine it would be confusing for the pubbie that wants to try commanding for the first time. Is the background screen going to be updated with this new information (right now it is static with some commanding tips in the foreground)?

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:54
by Outlawz7
What's the radius on triggering the contact report on waypoints?

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:56
by Zegel
Brilliant. And I second StuTika's idea regarding vehicles. I'm certain that, any rebel-loving civilian/informant, upon sticking his head out his window and seeing either a two-manned APC or a Humvee, would toss that info down the grape vine.

This could very well lead to the first round in a public server I'll play in, in which we're presided over by a commander as INS.

Edit: And in regards to it being confusing for newcomers, when was the last time anyone saw a random pubbie hopping in the commander seat? As intimidating as it is already, what with the size of the maps, it's a veteran only thing already.

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:57
by marcoelnk
Sounds great. Whats the radius for the trigger ?

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 17:58
by Blade.3510
thats pritty much what i was thinking nice work :)

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 18:02
by Aquiller
Great, now you just need to limit Civilian kit to, lets say max. 4* per team.
(*numbers to be determined)

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 18:04
by Rangu
Sounds very good!

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 18:04
by Rudd
Aquiller wrote:Great, now you just need to limit Civilian kit to, lets say max. 4* per team.
(*numbers to be determined)
is that in relation to what the changes to the INS commander are or to do with the infamous omnicivi squads?

Re: [Gameplay] Insurgent and Taliban commander informants

Posted: 2009-07-24 18:15
by Spec
I also see a connection to the civilian kit here. The collaborator IS an informant, now with this system, this role can be - at least partly - fulfilled by the commander - and the civilian kit was used as medic kit anyway.

I'd say: Limit civilian, specialise him on medical stuff/direct assistance (throwing ropes on buildings etc), remove all offensive objects from the kit and increase the penalty to something like instant death of the killer.
That'd be quite extreme, but I think a few significant changes might be good for the game mode.