Insurgency Reveiw and Rebuild
Posted: 2010-08-31 15:41
After reading some of the feedback threads about Insurgancy i've come up with something that will hopefully change how insurgency is played and made more realistic.
Make the Sapper kit limited to 5 per team, also reduce the maximum mine limit to 5 (changing it from 30), this would reduce the maximum mines put down by sappers per map to 25. I know this sounds like nothing, but remember they still have IED's which are underused compared to RL. I don't have any sources on the availbility of mines to the insurgents but i imagine that it isn't as limited as i suggested however for gameplay i belive it would make a more realistic enviroment.
Some of you might be crying but why take away their only useful weapon? well its just to useful, the BLUFOR have no way to disarm them without risking a CE which risks 1337 bomb bikes. Maybe if a mine remover kit was introduced the amount of sappers/mines should increase.
Make caches resist all explosive shells except hand thrown grenades. This way infantry will be forced to go in on foot and take it out with the support of the vehicals. But people won't take the vehicals anymore
... of course they will cause they want to be the player epica with the biggest gun.
Allow squad members destroy chaches without the incendary, (now you may think how will that stop them? well read on) insted have a Q or T menu option to "Destroy Object" it will drop the same thing like a rally point and/or the commander option to "Demolish" this could then be controlled by making the person who drops it only be allowed to drop it if say he/she had 4-5 teammates around him/her. Thus hopefully stopping the lonewolfing stupidity. Also keep the incedaries for destroying vehicals, this could be used for AAS to stop the wasting of incenaries/ammo on destroying assets at FOB's.
Caches can only be revealed on the map when more than 4 BLUFOR team members have been in the same area within 100-200 M depending on area, for more than 4-6 minuetes (thus patroling?).
This time would then add up, say one squad stays in the area for 2 mins then leaves when another squad returns they only need to stay for 2-4 mins to reveal said cache.
Introduce flags (i know its already been suggested), but when the BLUFOR capture these buildings they can only be captured back by the insurgency if the commander is in the radius with 8 other insurgent members, resembling tkaing control of the area and the commander holding talks with the locals organising safty pay/scare tactics etc.
The more flags the BLUFOR hold the more transport/vehicals they get. The more flags the insurgents have the longer its takes for the BLUFOR to discover a cache this can be done by increasing the time needed to be in the area of a cache to find it, linking it back to my previous idea ^^^^ or slowly reduce intel points for the BLUFOR (locals giving wrong information/distracting them more).
depending on the map the flags should be random and only 4-6 placed on each map, they should be inside and outside of the city to about an even ratio if possible.
As well as the above but FOB's should only be able to be destroyed by arty, cell leaders, sappers, medics/civies (civies can throw 5 rocks at the radio?), GARY and commanders.
Thank you for you time in reading the topic,
Killonsight
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The problems and some possible solutions:
- Mine spam-(only iraq insurgents)
Mines are always a large problem to the BLUFOR on these maps. Always there are about 50-100 mines on the map at all times, this always stops the BLUFOR from patroling round the city. However taking away the mines completely would take away the insurgents main weapon atm. So here's my suggestion for this problem:Make the Sapper kit limited to 5 per team, also reduce the maximum mine limit to 5 (changing it from 30), this would reduce the maximum mines put down by sappers per map to 25. I know this sounds like nothing, but remember they still have IED's which are underused compared to RL. I don't have any sources on the availbility of mines to the insurgents but i imagine that it isn't as limited as i suggested however for gameplay i belive it would make a more realistic enviroment.
Some of you might be crying but why take away their only useful weapon? well its just to useful, the BLUFOR have no way to disarm them without risking a CE which risks 1337 bomb bikes. Maybe if a mine remover kit was introduced the amount of sappers/mines should increase.
- Caches being destroyed by vehicals-
Cashes are often destroyed by LB's, Tanks, TOWs and APC's with explosive shells. At least twice on most maps a vehical will destroy a cache without the help of infantry (justs sits there and pounds the place with HE or keeps dive bombing that area). I can't recall any stories of a Tank or LB finding and disposing a cache by itself. So heres my hopefully simple solution:Make caches resist all explosive shells except hand thrown grenades. This way infantry will be forced to go in on foot and take it out with the support of the vehicals. But people won't take the vehicals anymore
- Caches being destroyed by lone wolfs-
Now this has always been a problem in insurgency as its easier to sneek in with one person rather than 6 correct? Well these lone wolfs are not only not realistic but hard to defend against. My solution? well it might be a bit of an odd one but here it goes:Allow squad members destroy chaches without the incendary, (now you may think how will that stop them? well read on) insted have a Q or T menu option to "Destroy Object" it will drop the same thing like a rally point and/or the commander option to "Demolish" this could then be controlled by making the person who drops it only be allowed to drop it if say he/she had 4-5 teammates around him/her. Thus hopefully stopping the lonewolfing stupidity. Also keep the incedaries for destroying vehicals, this could be used for AAS to stop the wasting of incenaries/ammo on destroying assets at FOB's.
-Caches being revealed to easly-
The BLUFOR will often concentrate all their firepower on a single point where a known cache is untill another is revealed and then the force splits to fight both or all go to get the easier one. This can be annoying for both team as usualy by the time the BLUFOR get there a hail of RPG's hit them or when they get there only 1-4 insurgents are defending because of thelarge attack on the other cache. This often creates a rushing attitude on the BLUFOR as they try to get there as quick as possible where as in real life a slower aproach with stealth and through patrols and other intellegance techniques the cache is found and disposed of. So my suggestion for this is:Caches can only be revealed on the map when more than 4 BLUFOR team members have been in the same area within 100-200 M depending on area, for more than 4-6 minuetes (thus patroling?).
This time would then add up, say one squad stays in the area for 2 mins then leaves when another squad returns they only need to stay for 2-4 mins to reveal said cache.
-Lack of control by BLUFOR-
The BLUFOR often have very little control out side their main bases because of the ease in which FOB's are destroyed because they can't defend themselves with the lack of troops to effectivly defend one. Also as said before the BLUFOR are often seen "patroling" and scouting which i don't see in PR very often. Therefore my suggestion for this is:Introduce flags (i know its already been suggested), but when the BLUFOR capture these buildings they can only be captured back by the insurgency if the commander is in the radius with 8 other insurgent members, resembling tkaing control of the area and the commander holding talks with the locals organising safty pay/scare tactics etc.
The more flags the BLUFOR hold the more transport/vehicals they get. The more flags the insurgents have the longer its takes for the BLUFOR to discover a cache this can be done by increasing the time needed to be in the area of a cache to find it, linking it back to my previous idea ^^^^ or slowly reduce intel points for the BLUFOR (locals giving wrong information/distracting them more).
depending on the map the flags should be random and only 4-6 placed on each map, they should be inside and outside of the city to about an even ratio if possible.
As well as the above but FOB's should only be able to be destroyed by arty, cell leaders, sappers, medics/civies (civies can throw 5 rocks at the radio?), GARY and commanders.
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Okay guys what do you think of my ideas? be kind, it took me a while ot think of some of the solutions and to find a way to try to find a way to possibly let them work without hardcodedness. These suggestions were thought up after many insurgent round on both teams, and reading through some of the topics/posts made recently about it.Thank you for you time in reading the topic,
Killonsight