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Intel Points

Posted: 2009-08-08 00:04
by GreedoNeverShot
One of the most important parts of Insurgency is gaining intel so the next cache will appear.

Sometimes entire rounds are wasted with no Objectives, just people driving around to kill insurgents to get the next cache. No objectives present themselves.

I think there should be more ways to gain intel points. And with all the new ways perhaps the minimum number of points for a new cache to be revealed should be higher.

In addition to:
Killing insurgents
Arresting civis and insurgents

I think the community could come up with more ways to get intel points.
Here are a couple,and feel free to post some more ideas on here. I'm just kind of brainstorming on a way to add a secondary objective to insurgency mode in the moments of no caches.

1. Killing/arresting enemy commander and searching the body (or being within a certain distance of it): Makes sense, obviously the commander will have a lot of intel and with hideouts being Command posts, this could work.

2. Finding intel: This could randomly spawn throughout the map (as intel accidentally left behind) or be placeable by commanders or squad leaders for some sort of bonus. It could be a binder/notebook/clipboard/laptop or whatever. This could encourage building searches for intel and caches.

3. Destroying hideouts. Obviously this would be another source of intel since hideouts represent a tunnel system and would have loads of information.

4. "Searching" enemy vehicles. If a vehicle has been active and the coalition become in a certain radius, they can get a small number of intel points. This would discourage randomly leaving INS vehicles around, people would have more transport since people would think twice about wasting vehicles, people would hide their vehicles, or maybe even destroy them (to get rid of the evidence).

5. Arresting/killing enemy Cell Leaders and searching their kits (or being in a certain radius from them). After firefights people could search through the dead enemies bodies/kits, like they were searching for intel.

6. Perhaps on some maps, flags could be placed by map makers (like a radio station or something) and intel points could slowly be given to the Blufor while holding these positions.

Re: Intel Points

Posted: 2009-08-08 00:13
by scope
GreedoNeverShot wrote:
5. Arresting/killing enemy Cell Leaders. This would help sniper teams to help their team a little bit more. In addition to all the recon work, they could take out the high priority SLs.
Unless the sniper looks through the cell leaders kit, why would killing a cell leader gain extra intel. The sniper wouldn't have gained any intel at all...just another dead body.

Re: Intel Points

Posted: 2009-08-08 00:18
by GreedoNeverShot
Good point. With number 1 and number 5 you should have to get within a certain distance of their body or search their kit. I guess I will edit that idea some.

Re: Intel Points

Posted: 2009-08-08 00:29
by bloodthirsty_viking
my oppinons in bold
GreedoNeverShot wrote: 1. Killing/arresting enemy commander and searching the body (or being within a certain distance of it): Makes sense, obviously the commander will have a lot of intel and with hideouts being Command posts, this could work.

i think this could work, but only becuase the commander should not be out of the post to much.

2. Finding intel: This could randomly spawn throughout the map (as intel accidentally left behind) or be placeable by commanders or squad leaders for some sort of bonus. It could be a binder/notebook/clipboard/laptop or whatever. This could encourage building searches for intel and caches.

ah... i dont think this would be needed, scince i and i know of other that allready check every building we pass for ins, cache, anything...

3. Destroying hideouts. Obviously this would be another source of intel since hideouts represent a tunnel system and would have loads of information.

i see what you are saying... but also i think this will be av=bused agianst the ins by ppl who dont like playing insurgency...''i think ppl would become squad leaders and then build waiste hideouts in the open to end the game faster....

4. "Searching" enemy vehicles. If a vehicle has been active and the coalition become in a certain radius, they can get a small number of intel points. This would discourage randomly leaving INS vehicles around, people would have more transport since people would think twice about wasting vehicles, people would hide their vehicles, or maybe even destroy them (to get rid of the evidence).

you countradicted yourself there =P... how can there be more transports is the ins blow them up to hid the evidance... also, in real life war zones... mabey not activly, but civis will be outside driving there cars... why should they have to get there car blown up... i doubt many ppl would use cars to move then..... i dissagree with this one

5. Arresting/killing enemy Cell Leaders and searching their kits (or being in a certain radius from them). After firefights people could search through the dead enemies bodies/kits, like they were searching for intel.

i dont really like this either... last i knew, im not sure if its been changed, but cell leader kits lost more intel points if they died then reg ins...plus i dont think you can really...serch a kit...

6. Perhaps on some maps, flags could be placed (like a radio station or something) and intel points could slowly be given to the Blufor while holding these positions

aka..place one in main/ corner of the map that the ins would neaver go to.. no, i dont like this...

Re: Intel Points

Posted: 2009-08-08 00:34
by GreedoNeverShot
6. Perhaps on some maps, flags could be placed (like a radio station or something) and intel points could slowly be given to the Blufor while holding these positions.
aka..place one in main/ corner of the map that the ins would neaver go to.. no, i dont like this...
Flags placed by map makers. I mean there could be a radio station building somewhere on the map and US could capture it for a small amount of intel per minute.

Re: Intel Points

Posted: 2009-08-08 00:40
by badmojo420
You can't gain anything (tickets or intel) for taking out a hideout because if you drop down a repair station, then knife it, it'll keep rebuilding itself and blowing up again. Over and over, giving the coalition intel over and over. It's the reason firebases don't take away tickets when destroyed. (in any game mode)

Re: Intel Points

Posted: 2009-08-08 00:52
by bloodthirsty_viking
badmojo420 wrote:You can't gain anything (tickets or intel) for taking out a hideout because if you drop down a repair station, then knife it, it'll keep rebuilding itself and blowing up again. Over and over, giving the coalition intel over and over. It's the reason firebases don't take away tickets when destroyed. (in any game mode)
i thought it only did that if it was your teams firebase.....

Re: Intel Points

Posted: 2009-08-08 02:19
by Razick
Do picking up insurgent kits still give intel points? I remember they use to but its no longer in the manual. Not sure if they forgot to put it in the manual as many things do.

Re: Intel Points

Posted: 2009-08-08 02:57
by Celestial1
As of now, and this is a big thing in my eyes, Cell Leaders don't give any extra intel when killed.

This is good, because it is now feasible to actually PLAY as a Cell Leader on Insurgent maps, which makes mortars available more often (how many times does a commander have to ask for someone to switch to Cell Leader kit?).

As for the commander... I suppose so, but it isn't necessarily easy to 'spot out' the commander and would be just kind of 'hey look wut I found!' instead of actually aiming to take him out specifically.



As for the static 'intel' (binders, notebooks) I think it's an alright idea, but not in that form... perhaps if some rooms held a bunch of papers on the table and if a player walks within 1m of the papers he 'checks' for intel, and then the player is told (like how the 'you killed a civilian' message shows up) whether he found anything of interest. But it seems a little hard to make sense out of... why would the insurgents leave their information laying around?

Destroying hideouts seems a bit iffy. You already gain a bonus for destroying them (stopping insurgent spawn), and it doesn't seem that there is any way you could really gain a significant amount of intel towards where weaponry is being stored from a tunnel system.

The flag idea I believe is actually alright, I think... preferably, it would prove to be something like the current iteration of Korengal's Forward Base flag, only with a slow intel gain instead of assets.
Or, if deemed fit, a ticket gain. I think that having a ticket gain from holding these flags would be a HUGE benefit to BluFor teams, slightly extending the time and relieving a bit of the stress that the time creates when looking for caches. It wouldn't have to be a significant gain in tickets; 5 or 10 tickets per 5 minutes sounds alright, often times the BluFor is killed more than that, but that would help to slow the losses.

Re: Intel Points

Posted: 2009-08-08 02:59
by badmojo420
bloodthirsty_viking wrote:i thought it only did that if it was your teams firebase.....
Repair drops will repair anything, including enemy vehicles and structures.

Re: Intel Points

Posted: 2009-08-09 02:33
by GreedoNeverShot
You can't gain anything (tickets or intel) for taking out a hideout because if you drop down a repair station, then knife it, it'll keep rebuilding itself and blowing up again.
Not if the base/husk is completely destroyed. Besides, do Insurgents even have repair stations?