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Cache Markers

Posted: 2009-08-29 00:32
by badmojo420
I read this response by snooggums and it sparked my interest...
snooggums wrote:I had once suggested having the caches only destroyable by incendiaries or even c4 (to represent both the destruction and the confirmation of destruction) and that would also solve the chopper issues. Basically when a cache is destroyed by artillery rounds or missiles from a range there is no confirmation of the destruction other than the map markers magically telling the blufor it was destroyed. Without confirmation the blufor would not move on from the cache in reality, and it would improve gameplay.

Either that or have a method to confirm the cache's destruction. I think I'll write something up after lunch.
I'm not exactly fond of the only destroy caches by c4/incendiary grenades. But, i do like the idea of having to confirm the cache was destroyed and all enemy are dead, etc.

So i'm wondering what everyone thinks we could do about cache markers to encourage this. I was thinking about the marker staying for 5-10minutes after the cache has been destroyed, and no message '1 of 10 caches destroyed'

This way the coalition aren't just going through the motions, always knowing exactly when the game will end or exactly when their objective has been met.

One thing i can already see is the need for a destroyed cache model, like the wrecked vehicle models we have now, so that the coalition can see with their own eyes that the cache has indeed been destroyed. Perhaps when that model times out and disappears the intel marker could also disappear.

I was going to post this in suggestions, but i would rather have a discussion about possible ways to encourage this type of gameplay.

Re: Cache Markers

Posted: 2009-08-29 01:42
by badmojo420
I could see this making it harder for the team as a whole, but at the squad level or even individually, you would see very little change. I mean, knowing a cache is really down or not has no real bearing on how dangerous the area is. When the coalition have intelligence on a cache, nobody is going to be spawning on it. So your biggest concern is a rally or hideout, which has no message when destroyed & doesn't go down with a cache. In a lot of cases the area would be worse after the cache was lost, because you now have a bunch of pissed off insurgents looking for revenge.

At the team level things would become more reliant on communication. Having to communicate the destruction of a cache. Perhaps allow the commander to remove cache markers, but only after the cache has been destroyed.
the nature of the game requires teamwork for them and NONE for the Insurgents.
I wouldn't say playing insurgents requires no teamwork at all. There are elements of the insurgent side that MUST use teamwork to be successful. Like bombcars, sa7 kit, big red, ambushers, snipers, collaborators, etc. But even those, minus the collaborator, are well suited to 1 man operation. Yet, you still (in most cases) have a large group of 'cachedef' squads who circle the cache and act like they're defending the last flag in AAS. Also well suited to (organized)soloing. Insurgent gameplay doesn't work while walking around squad style like the tactics that the coalition side needs to rely on.