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Insurgency variabel cache bonus
Posted: 2010-10-01 12:39
by Cassius
Currently on insurgency the blueforce gets 25 tickets for each cache taken down. I can see how that is fair on a server where the level of teamwork among the blueforce is not so good, because of language barriers or because each squad wants to do their own thing.
However on the servers with a high level of teamwork, the Insurgency does not stand a chance and the blueforce finishes the game with more tickets than it started with sometimes, synchronizing the infantery squads and the armor into one big insurgency crushing machine. I think one time the round ended with over 300 tickets I would say I whish my stocks would do that well if I wouldnt have bought apple.
So my suggestions, make the bonus the blueforce gets for the cache variable. If the admins know the level of teamwork on their server is rather low, they can leave it at 25 per cache. If the admins expect a high level of teamwork and coordination on their server, to keep casualities among the blueforce low, they can set the bonus to 15 10 or even 0.
Re: Insurgency variabel cache bonus
Posted: 2010-10-01 19:56
by goguapsy
Well, this would somewhat encourage squad-lonewolving... nothing huge but I think it is fine as it is...
Perhaps if the BLUFOR lost, let's say, 100+ tickets between when a cache was revealed and the time it was taken out, you get 25 tickets... 50+ = 10 tickets... Ninja'd = 5 tickets?
Re: Insurgency variabel cache bonus
Posted: 2010-10-01 21:12
by Moonlight
Honestly, it's really often up to the cashe spawn locations, take Basrah. It can be pretty easy for blufor if most of the cashes spawn outside th city, pretty hard if inside city and damn hard if eg. they have like 2 cashes on the island with all the bridges blown.
As I post here, some locations of cashes should be reworked, I happened to destroy a cashe on Al basrah surrounded by the DoD as it was on a building next to ins main.
Bassically hard to access location of the cashe means massive ticket bleed.
Edit: If what goguapsy has just posted could've been coded, it would work well, me thinks.
Re: Insurgency variabel cache bonus
Posted: 2010-10-01 22:40
by whatshisname55
Isn't the point of PR to reward teamwork with a good time? I think if your taking away points because the team knows how to play right you're not really encouraging the team players.
Re: Insurgency variabel cache bonus
Posted: 2010-10-01 22:45
by Elektro
whatshisname55 wrote:I think if your taking away points because the team knows how to play right you're not really encouraging the team players.
Why is that?
If the team can work together and do it propperly they won't need extra tickets.
More tickets = more assests = without teamwork = less tickets.
Re: Insurgency variabel cache bonus
Posted: 2010-10-01 23:03
by Arnoldio
Why would they make planes easier to fly on pub servers and harder in PRT because PRT is more serious.
Dont fix what isnt broken. Devs estimated 25+ tix drop per cache and its reasonably good. Fix players not the game.

Re: Insurgency variabel cache bonus
Posted: 2010-10-01 23:09
by whatshisname55
Elektro wrote:Why is that?
If the team can work together and do it propperly they won't need extra tickets.
More tickets = more assests = without teamwork = less tickets.
What I mean is that if the team works harder and uses good teamwork, then they destroy a cache and the ticket drop is hardly anything they will feel disappointed and as if all their extra effort wasn't as worth it.... does that make sense?
Re: Insurgency variabel cache bonus
Posted: 2010-10-02 01:40
by Cassius
whatshisname55 wrote:What I mean is that if the team works harder and uses good teamwork, then they destroy a cache and the ticket drop is hardly anything they will feel disappointed and as if all their extra effort wasn't as worth it.... does that make sense?
It does make sense, you are saying, to reward teamwork with a hefty bonus, he is saying, that if a blueforce team coordinates well and has a lot of teamwork in the team they will be rewarded by winning despite getting no/less bonus per cache.
I am saying make it variable, because there is a huuuge difference of level of teamwork and coordination on the servers and if a blueforce team is organized good, the effect of their assets is quantified. Admins can set it then at what they think its appropriate.
However its just a suggestion, I am not saying there wont be problems, like players complaining about the server owners decision.
Re: Insurgency variabel cache bonus
Posted: 2010-10-02 04:05
by goguapsy
Elektro wrote:
If the team can work together and do it propperly they won't need extra tickets.
This actually makes sense (you won't need 25 tickets if you work as a team, whereas if you are somewhat of a lonewolf squad you'll probably need more than 25 tickets...)
But still, which admins would like to put their "teamwork level" on low (ie. 25 tickets bonus?) I think this could actually create rivalry... If you know what I mean.
Anyway I think the time-based tickets reward is interesting.
Re: Insurgency variabel cache bonus
Posted: 2010-10-02 05:42
by ComradeHX
Moonlight wrote:Honestly, it's really often up to the cashe spawn locations, take Basrah. It can be pretty easy for blufor if most of the cashes spawn outside th city, pretty hard if inside city and damn hard if eg. they have like 2 cashes on the island with all the bridges blown.
.95 deployable bridges... just saying.
Re: Insurgency variabel cache bonus
Posted: 2010-10-02 11:54
by Moonlight
ComradeHX wrote:.95 deployable bridges... just saying.
True, though we do not know yet how much it will help. Anyway that was just an example.
Point is, cashe locations are not equal when speaking of how easy/hard is it for blufor to take them out.
That naturally leads to the fact that you waste more tickets on some cashes not because of the lack of teamwork but because ins has the same level of teamwork and if something can be easily defended you're gonna loose more tickets trying to assault it.
Take Hamas mansion objective on Asad Khal, it's not hard to cap because IDF sucks and lacks teamwork but because of the map structure.
Re: Insurgency variabel cache bonus
Posted: 2010-10-02 14:22
by Bufl4x
The problem with the ticket reward is that it encourages tardrushing the cache. You can throw an apc and two full squads at the cache and still have more tickets than you started with if that one guy manages to charge in with the inciendiary in his hand.
Re: Insurgency variabel cache bonus
Posted: 2010-10-02 16:17
by amazing_retard
Bufl4x wrote:The problem with the ticket reward is that it encourages tardrushing the cache. You can throw an apc and two full squads at the cache and still have more tickets than you started with if that one guy manages to charge in with the inciendiary in his hand.
BINGO the new system REWARDS lonewolfing and specialist whoring. The problem isn't about squads working together to destroy caches... The real problem is the lone wolf who ninjas the cache and is rewarded with 25 tickets. The PR team shouldn't encourage this type of game play.
Re: Insurgency variabel cache bonus
Posted: 2010-10-02 16:40
by Spec
I like the idea of making it depend on time. The faster a cache gets found, the less rewarding it will be. That doesn't stop teamwork, it'd just slow the team down - they can still work together, just slower.
Or maybe reduce it in general to force the team to use teamwork. But I dislike the idea of letting the server admins do it, because that'll only lead to trouble. "What? 10 per cache? Wtf, we're not even winning! Admiiiiin!"
Re: Insurgency variabel cache bonus
Posted: 2010-10-02 18:28
by Dev1200
I think the bonus should depend on how many tickets are left for blufor.
Re: Insurgency variabel cache bonus
Posted: 2010-10-02 23:04
by whatshisname55
I'm still against this. Here is my second argument:
This seems to be one of the situations where reducing realism to better gameplay is not very effective. In real life there is no "god-like" person (admin) watching over the battle to determine the rewards based on skill, if the soldiers don't know how to work as a team, there is no one there to give them a hand and a fair chance to beat the other team. I would also consider this one of those situations where "fix the players, not the game" comes in.