insurgency cache idea

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illidur
Posts: 521
Joined: 2009-05-13 12:36

insurgency cache idea

Post by illidur »

i have what could be an idea to stop cheating on insurgency. i have mixed some ideas and added some. the idea would be to make the cache invisible to insurgents but add a marker like blufor gets when its known. now before you think "OMGz i nots reloadS?" another community member posted a suggestion about placing "mini ammo caches" (like the real one but not the target) to get ammo or weapons. this could be in the form of a rally or hideout within the range specified near the cache marker.

now it could be easier for blufor this way or maybe not.... it would have to be tested. but if it is easier, just make it like it was before with more caches and less ticket gain per cache.

i know this means you wont know where the cache is.... thats the point. it kinda sounds lame but so are cheaters.

i myself have gotten ideas just from this idea. so even if this isn't feasable or useful.... hopefully somebody will think of somthing better then. feel free to give constructive comments.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: insurgency cache idea

Post by maarit »

ammo should only reloadable from ammo-pickuptruck drived by ammo-squad.
maybe this would bring more teamwork in insurgency side.

but invisible cache sound odd.
and what cheating?
Dude388
Posts: 404
Joined: 2008-07-21 21:15

Re: insurgency cache idea

Post by Dude388 »

maarit wrote:ammo should only reloadable from ammo-pickuptruck drived by ammo-squad.
maybe this would bring more teamwork in insurgency side.
True

But it would only take one selfish/inexperienced person to use the truck only for themselves or get it destroyed to seriously hinder their teams supplies.

As it stands now the cache giving ammo is a double-edged sword. It provided infinite ammo...but at the risk of giving their caches location away.

The only real solution I can see is give one class an ammo bag like with the rifleman, but limited offensive capabilities. Something like:

- knife
- rock
- light sidearm (ie pistol, smg, or MAYBE a shotgun)
- RKG grenade

This could be a squads ammo mule so to speak and allow player to set up RPGs away from caches and still have ammo. I've even seen some footage of insurgents working in pairs doing this exact thing on the news.
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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: insurgency cache idea

Post by Dev1200 »

Explain how you are supposed to defend the caches then?

Also, explain how the insurgents dunno where it is, but the blufor does?
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BlackwaterSaxon
Posts: 361
Joined: 2009-07-11 00:02

Re: insurgency cache idea

Post by BlackwaterSaxon »

Dev1200 wrote:Explain how you are supposed to defend the caches then?

Also, explain how the insurgents dunno where it is, but the blufor does?
Most of the time its from either aggressive patrolling through areas where caches have been in past games, this is the worst part of the insurgency mode imo, after a couple games on a certain map, you tend to learn where the caches crop up, so you'll always get a few blitzers at the beginning of a game getting a couple unknown caches down.

There's also the chance that there will be on the other team giving insurgent cache locations away.

As far as preventing cheating, there's no real way around this, mini caches or ammo mules would do well, since the vast majority of unknown cache locations that my squad finds are usually because we experience a heavier volume of RPG fire in a certain direction, giving away the cache location.
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maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: insurgency cache idea

Post by maarit »

Dude388 wrote:True

But it would only take one selfish/inexperienced person to use the truck only for themselves or get it destroyed to seriously hinder their teams supplies.
maybe.
then it must be like that you need some "ammoseller" kit that you can drive that truck.
and it works pretty good in bluforside that you have supplysquad.

EDIT:
and also that truck would be movable cache.
Last edited by maarit on 2010-05-29 10:20, edited 1 time in total.
Rissien
Posts: 2661
Joined: 2008-11-07 22:40

Re: insurgency cache idea

Post by Rissien »

maarit wrote:ammo should only reloadable from ammo-pickuptruck drived by ammo-squad.
maybe this would bring more teamwork in insurgency side.

but invisible cache sound odd.
and what cheating?
Kind of defeats the purpose of WEAPONS caches now doesnt it.

He means cheating as in the people who are on INS at the start of the round, swap over to BLUFOR so they can asset whore or just not play as ins or taliban and go after the cache they saw before switching.
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illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: insurgency cache idea

Post by illidur »

'= wrote:H[=Rissien;1354031']Kind of defeats the purpose of WEAPONS caches now doesnt it.

He means cheating as in the people who are on INS at the start of the round, swap over to BLUFOR so they can asset whore or just not play as ins or taliban and go after the cache they saw before switching.
not only that but somebody who's friend is telling them the locations. you could still defend a cache because you get the same intel the enemy gets, maybe even more exact? lots of room for improvement or ideas. and this is the only solution i have thought of to stop an ally from cheating your team. so for example i am a cheater on insurgency side and my friend 'joe the hoe' is on the other side. i can't tell him any info that he doesn't already know. because he got the same intel i got. i could however tell him where their secondary objective goals are... like hideouts or friendly locations. but they wont be getting the cache without looking.

you could defend it by being near the marker. it would help and hurt the insurgents because you can't shoot rpgs from it, walk in and out of the building etc. but hurt them because you can't camp the cache room.

maybe this could stop cache tking also.... it would be better if the insurgents couldn't kill the cache they can't see accidently....
Last edited by illidur on 2010-05-29 14:34, edited 1 time in total.
=]H[=CubCadet1972
Posts: 261
Joined: 2009-12-20 11:30

Re: insurgency cache idea

Post by =]H[=CubCadet1972 »

2 more ideas for thought:

1. Only 2 caches exist at once, unknowns do not exist until one is destroyed.

2. Placeable caches, similar to FOB's.
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: insurgency cache idea

Post by myles »

how would insurgents be able defend it if they wont know where it is so there would only be random firefights where you just come upon the enemy
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illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: insurgency cache idea

Post by illidur »

only 2 caches exist at once now.

dont think its possible to make it so players choose the location of the cache.... what if you just didn't place it? you could still cheat with that method also.

you could defend the radius around the marker just like they attack the radius around the mark.
=]H[=CubCadet1972
Posts: 261
Joined: 2009-12-20 11:30

Re: insurgency cache idea

Post by =]H[=CubCadet1972 »

illidur wrote:only 2 caches exist at once now.

dont think its possible to make it so players choose the location of the cache.... what if you just didn't place it? you could still cheat with that method also.

you could defend the radius around the marker just like they attack the radius around the mark.
They can place fob's, why would't they be able to code the cache that way?

My answer to not placing the new cache...Ticket bleed. 10 minutes without at least one cache on the map, INS loses 10 tickets
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: insurgency cache idea

Post by illidur »

'= wrote:H[=CubCadet1972;1354245']They can place fob's, why would't they be able to code the cache that way?

My answer to not placing the new cache...Ticket bleed. 10 minutes without at least one cache on the map, INS loses 10 tickets
nice ideas. but it doesn't really help this suggestion because if you chose the location then you could tell the enemy the location as well.
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: insurgency cache idea

Post by myles »

'= wrote:H[=CubCadet1972;1354245']They can place fob's, why would't they be able to code the cache that way?

My answer to not placing the new cache...Ticket bleed. 10 minutes without at least one cache on the map, INS loses 10 tickets
it is possible but players can put it in bugged places or in places that would be to hard to attck
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=]H[=CubCadet1972
Posts: 261
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Re: insurgency cache idea

Post by =]H[=CubCadet1972 »

myles wrote:it is possible but players can put it in bugged places or in places that would be to hard to attck
Possibly, but you could make them destructible by the commander. Keep a ticket loss for it so that players don't bug them intentionally.

Putting them in hard to attack places is the point. Since INS doesn't have choppers, it would be impossible to put them on inaccessible roofs.
illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: insurgency cache idea

Post by illidur »

i just thought of a problem.... where would players spawn at if they wanted to spawn at the cache area? well that needs a solution. any ideas? i thought of 2.

1. would be a random spawn created with the cache area... but that requires additional coding done :( if its even possible....
2. would be to keep it hidden a while longer than normal before blufor find out about it so the insurgents can set up hideouts to spawn there.
=]H[=CubCadet1972
Posts: 261
Joined: 2009-12-20 11:30

Re: insurgency cache idea

Post by =]H[=CubCadet1972 »

illidur wrote:i just thought of a problem.... where would players spawn at if they wanted to spawn at the cache area? well that needs a solution. any ideas? i thought of 2.

1. would be a random spawn created with the cache area... but that requires additional coding done :( if its even possible....
2. would be to keep it hidden a while longer than normal before blufor find out about it so the insurgents can set up hideouts to spawn there.
Hideouts, just like now.

Once a cache is built, they spawn there.

add 2 or 3 statics and we are golden.
myles
Posts: 1614
Joined: 2008-11-09 14:34

Re: insurgency cache idea

Post by myles »

'= wrote:H[=CubCadet1972;1354261']Possibly, but you could make them destructible by the commander. Keep a ticket loss for it so that players don't bug them intentionally.

Putting them in hard to attack places is the point. Since INS doesn't have choppers, it would be impossible to put them on inaccessible roofs.
When i say hard to attck i mean incredbliy hard to attck. and i dont think the commander would want to blow up hi own cache
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illidur
Posts: 521
Joined: 2009-05-13 12:36

Re: insurgency cache idea

Post by illidur »

'= wrote:H[=CubCadet1972;1354267']Hideouts, just like now.

Once a cache is built, they spawn there.

add 2 or 3 statics and we are golden.
im talking about my suggestion, the hidden cache idea. you wouldn't want people spawning on the spot where the cache was because then a monkey could figure out "hey the cache is here cus i spawned here"
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