Alternative cache system for Insurgency
Posted: 2011-01-05 08:16
This is a repost of a reply I had to a TG Forum thread discussing the current Insurgent system, which many of us feel is flawed in the treatment of unknown caches and the way in which the cache location logic results in practices where areas in mid-late game are combed for caches simply because they have not yet spawned one; they do not permit Insurgents to mount an effective defense and can result in games being decided by unhealthy amounts of luck. Refer to that thread here: [Poll] Is insurgency (INS) gamemode flawed?
Proposition:
Caches have 3 states according to the game logic:
Unknown- Unknown caches are not physically present in-game, but are known to the Insurgents and can be spawned on (though you can't request kits off of them until the caches spawn in). They cannot be overrun in this state.
Suspected- Suspected caches are present in-game, but their locations are not yet revealed to Blufor. A suspected cache operates like CURRENT unknown caches, except that the Insurgent faction will always know that this cache will be the next revealed by Blufor, due to it becoming suspected. There is always one suspected cache in the game world.
Revealed- When the Blufor faction gets enough intel points, the exact location of the Suspected cache (within 20 meters) will be immediately revealed to them; 3 minutes after the cache is revealed it is no longer directly spawnable by the insurgents. In addition, the Unknown cache currently present in the game world becomes the new Suspected cache.
-Rule of thumb: there is ALWAYS exactly ONE suspected cache on the map at any given time.
-If enough intel points are acquired to Reveal a Suspected cache while there is already a Revealed cache present, a third cache (which would normally enter the game world as Unknown when the first Revealed cache is destroyed) will immediately enter the game world as a Suspected cache. This process will repeat as necessary, and will spawn all seven objective caches if the first cache on the map is not destroyed in that space of time.
-Destruction of a Suspected Cache with no Revealed cache: +50 tickets for the Blufor, Intel reset.
-Destruction of any cache with at least one cache Revealed: +30/X tickets for Blufor, where X is the number of Revealed caches present in the game world at the time of the cache's destruction. This ticket bonus is rounded up.
Example: Blufor destroys the only revealed cache at the time (other cache is Suspected), they earn 30 tickets for the 1 revealed cache.
Example 2: Blufor destroys one of two revealed caches (a third cache is suspected), they earn 15 tickets for there being 2 caches revealed. 10 if there are 3, 8 if there are 4, etc.
-When a loss of intel points (due to civi killing or otherwise) would cause a negative Intel counter (I.E. 50 intel points required to reveal next cache, a civi is killed outside ROE with the Intel counter at zero), any intel point lost instead becomes a ticket lost for Blufor. This occurrence will be announced by the team HQ system ("Operational support is being reduced due to unacceptable civilian deaths")
Proposition:
Caches have 3 states according to the game logic:
Unknown- Unknown caches are not physically present in-game, but are known to the Insurgents and can be spawned on (though you can't request kits off of them until the caches spawn in). They cannot be overrun in this state.
Suspected- Suspected caches are present in-game, but their locations are not yet revealed to Blufor. A suspected cache operates like CURRENT unknown caches, except that the Insurgent faction will always know that this cache will be the next revealed by Blufor, due to it becoming suspected. There is always one suspected cache in the game world.
Revealed- When the Blufor faction gets enough intel points, the exact location of the Suspected cache (within 20 meters) will be immediately revealed to them; 3 minutes after the cache is revealed it is no longer directly spawnable by the insurgents. In addition, the Unknown cache currently present in the game world becomes the new Suspected cache.
-Rule of thumb: there is ALWAYS exactly ONE suspected cache on the map at any given time.
-If enough intel points are acquired to Reveal a Suspected cache while there is already a Revealed cache present, a third cache (which would normally enter the game world as Unknown when the first Revealed cache is destroyed) will immediately enter the game world as a Suspected cache. This process will repeat as necessary, and will spawn all seven objective caches if the first cache on the map is not destroyed in that space of time.
-Destruction of a Suspected Cache with no Revealed cache: +50 tickets for the Blufor, Intel reset.
-Destruction of any cache with at least one cache Revealed: +30/X tickets for Blufor, where X is the number of Revealed caches present in the game world at the time of the cache's destruction. This ticket bonus is rounded up.
Example: Blufor destroys the only revealed cache at the time (other cache is Suspected), they earn 30 tickets for the 1 revealed cache.
Example 2: Blufor destroys one of two revealed caches (a third cache is suspected), they earn 15 tickets for there being 2 caches revealed. 10 if there are 3, 8 if there are 4, etc.
-When a loss of intel points (due to civi killing or otherwise) would cause a negative Intel counter (I.E. 50 intel points required to reveal next cache, a civi is killed outside ROE with the Intel counter at zero), any intel point lost instead becomes a ticket lost for Blufor. This occurrence will be announced by the team HQ system ("Operational support is being reduced due to unacceptable civilian deaths")