Intel Suggestions

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Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Intel Suggestions

Post by Dev1200 »

1. A pretty simple suggestion, if your near a cache, you're worth more "intelligence" then if you are away from a cache. For example, lets say there is a cache in A1. You are in H8, and are arrested. You spawn in A1, and are arrested again. The enemy team will get less intel from arresting you in H8, and more intel for arresting in you A1.


This will require play testing, but I'm sure it would be simple to implement, and would be realistic as well. I'm sure a person defending a cache would know more about it then someone

2. Like before, however the caches are linked to who dies near it. If a bunch of people die near an A1 cache, for example, then the A1 cache would be more likely to become known then some random one somewhere else.

Again, play testing is required, but would add some more realism to insurgency :)


Please discuss, and please don't derail this suggestion.
Last edited by Dev1200 on 2010-08-27 17:38, edited 1 time in total.
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Bufl4x
Posts: 252
Joined: 2009-05-05 03:37

Re: Intel Suggestions

Post by Bufl4x »

If you are near an unknown cache, you are already giving the enemy intel on that cache just by being there. If you are defending a known cache, then the enemy already knows about it.

Besides, i can see this encouraging people to actually not defend the cache, since blufor gets less intel that way.
I disagree with punishing players for actually being where they are supposed to be.
Bazul14
Posts: 671
Joined: 2009-06-01 22:23

Re: Intel Suggestions

Post by Bazul14 »

Bufl4x wrote:If you are near an unknown cache, you are already giving the enemy intel on that cache just by being there. If you are defending a known cache, then the enemy already knows about it.

Besides, i can see this encouraging people to actually not defend the cache, since blufor gets less intel that way.
I disagree with punishing players for actually being where they are supposed to be.

Well, the point of Insurgency is to make BLUFOR lose all their reinforcements(preferably somewhere far from the cache, so the enemy that will come back won't get the cache) while defending the caches(its a lot easier to defend a cache if the fight is on the other side of the map involving most of the BLUFOR forces).
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Intel Suggestions

Post by Dev1200 »

Bufl4x wrote:If you are near an unknown cache, you are already giving the enemy intel on that cache just by being there. If you are defending a known cache, then the enemy already knows about it.

Besides, i can see this encouraging people to actually not defend the cache, since blufor gets less intel that way.
I disagree with punishing players for actually being where they are supposed to be.

I mean literal gameplay intel, not "I see a man there. that must = cache"



I posted these suggestions to add a bit of realism to the mode, and also to implement new tactics, such as false caches, etc. This does not mean people won't defend the cache. It just means that they will get relevant intel on where they are. It is less likely that they would find information on a weapons cache from someone who is defending it nearby.


Again, these should at least be tested. You can't just say "it won't work" without testing it first.
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lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Intel Suggestions

Post by lucky.BOY »

Dev1200 wrote:You can't just say "it won't work" without testing it first.
:D LOLd at this, you know it does not apply on everything :) (no offense ).

But seriously, i know that these ideas are at least realistic, But i doubt if you can get more intel from dead person if you shot him closer to the cache compared to some1 you shot more far from the cache.
So generally i say yes, but only to arrested ppl. And about that second idea i support that too.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Intel Suggestions

Post by Dev1200 »

lucky.BOY wrote: :D LOLd at this, you know it does not apply on everything :) (no offense ).

But seriously, i know that these ideas are at least realistic, But i doubt if you can get more intel from dead person if you shot him closer to the cache compared to some1 you shot more far from the cache.
So generally i say yes, but only to arrested ppl. And about that second idea i support that too.


Fixing first post about this, forgot to add this in ^_^
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doop-de-doo
Posts: 827
Joined: 2009-02-27 12:50

Re: Intel Suggestions

Post by doop-de-doo »

Please delete this. DOUBLE POST
Last edited by doop-de-doo on 2010-10-22 02:57, edited 2 times in total.
Reason: Please delete this. DOUBLE POST

:evil: B4TM4N :evil:
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Intel Suggestions

Post by Arnoldio »

Your ide would make people go away from the caches so blufor wouldnt get intel. No sense.

But i have another idea.

The only way to get IP would be to pick up kits from dead enemies (just pick up and switch back to yours). Because you dont get info by just shooting people, you have to search them.

But i dont know how hard would this be to implement.
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doop-de-doo
Posts: 827
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Re: Intel Suggestions

Post by doop-de-doo »

Dev1200 wrote:1. If your near a cache, you're worth more "intelligence" then if you are away from a cache.
The 1st would cause a lot of point checking in-game every time you arrest someone. It will also be unfair to the insurgents who are working hard to pull BLUFOR away from the cache location.

Play testing required.
Dev1200 wrote: 2. If a bunch of people die near an A1 cache, for example, then the A1 cache would be more likely to become known then some random one somewhere else.
The 2nd is a good idea. When you defend the wrong unknown, your team is at serious odds. The majority of the team tends to migrate to one specific unknown cache not knowing if they are defending right one. I'm not sure if it is that way intentionally or if it was simply overlooked when implemented
Last edited by doop-de-doo on 2010-08-27 21:55, edited 1 time in total.

:evil: B4TM4N :evil:
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Intel Suggestions

Post by Dev1200 »

You don't get more points for gaining intelligence.. that I recall anyway ;P so it would be impossible to tell really.

And this is ONLY for arrests. Not for being shot.
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Death_dx
Posts: 379
Joined: 2007-11-09 21:37

Re: Intel Suggestions

Post by Death_dx »

ChizNizzle wrote:Your ide would make people go away from the caches so blufor wouldnt get intel. No sense.

But i have another idea.

The only way to get IP would be to pick up kits from dead enemies (just pick up and switch back to yours). Because you dont get info by just shooting people, you have to search them.

But i dont know how hard would this be to implement.
Funny you suggest that, it used to be that way.

@OP Doubt it's doable. But if it was I don't see how it's (more) realistic. Why would an insurgent who walked to the middle of nowhere no longer know about that weapon cache he grabbed an rpg from.

If you wanted to accomplish the same goals it would probably be better just to have a small IP increase for arresting people with cache limited kits.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Intel Suggestions

Post by Dev1200 »

Death_dx wrote:Funny you suggest that, it used to be that way.

@OP Doubt it's doable. But if it was I don't see how it's (more) realistic. Why would an insurgent who walked to the middle of nowhere no longer know about that weapon cache he grabbed an rpg from.

If you wanted to accomplish the same goals it would probably be better just to have a small IP increase for arresting people with cache limited kits.

A person defending the cache, if arrested, would probably know more about it then someone that is off doing something else. Not saying that every single person would, just saying a higher % of people would know more about it.

Cache limited kits sounds good too ^^
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Intel Suggestions

Post by Arnoldio »

Death_dx wrote:Funny you suggest that, it used to be that way.
Tought so.

Why did it get removed anyway?
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Ford_Jam
Posts: 458
Joined: 2009-06-19 01:06

Re: Intel Suggestions

Post by Ford_Jam »

ChizNizzle wrote:Tought so.

Why did it get removed anyway?
I'd say it was because it wasn't really necessary, nobody knew about it and thus noone even did it. I didn't even know it was removed until a couple weeks ago.

As for the suggestion, keep the Intel Points the same, if you kill an Insurgent the Blufor team should be smart enough to figure out whether there could be a cache in that area or not. Blufor needs to be intelligent in the Insurgency gamemode
ComradeHX
Posts: 3294
Joined: 2009-06-23 17:58

Re: Intel Suggestions

Post by ComradeHX »

I would like to see a ammo box(moveable) type thing implemented.

So that insurgents can be far away from the Cache and create a decoy cache to spawn-in and kill infidels around while still having ammo supplies and RPGs.

And this would make the decoy cache effective as a strategy.
Dev1200
Posts: 1708
Joined: 2008-11-30 23:01

Re: Intel Suggestions

Post by Dev1200 »

Like I said, if it was at least tested it could prove to have some positive effects on gameplay.
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Death_dx
Posts: 379
Joined: 2007-11-09 21:37

Re: Intel Suggestions

Post by Death_dx »

ChizNizzle wrote:Tought so.

Why did it get removed anyway?
Pretty much what Ford_Jam said. It wasn't really a good method to begin with, plus if you design a game to rely on something unreliable like that, it's hard to balance. Kind of metagamey too.
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