Insurgent Missdirection
Posted: 2011-03-13 01:06
Hi there, First off, if you don't have anything productive to say, please don't post here. Secondly, Only post if you bothered to read the whole thread, or you have something to say about what i said. Don't be disrespectful and don't get my thread locked. thanks.
OK, here goes, wall of text: I came back to PR in September after a year off, downloaded, updated, and settled in to my new home. Now every weekend i play copious hours of PR. I did testing for nearly two years, i was a server admin for longer, put my hand to modding and give fresh ideas directly to the DEVs which made their way into the mod and i did squad leading for a stint in the tournament. So i'm not one of the new kids on the block.
Now, I've thought very clearly about this for a few weeks and i have been meaning to make a good long discussion about it as its not a content problem but more of a community problem.
The Insurgents and the Taliban descend into anarchic madness on most public servers. I generalize heavily on this because i tried to prove myself wrong about it. But more than 90% of the time, conventional leadership rolls simply don't apply to Insurgents. The Taliban can EASILY be run well, and squad leaders DO organize squads well in more than half of Taliban maps, but its far too easy for players to justify breaking off on their own even when the squad leader is giving orders. this can easily frustrate the squad leader and the other players in the squad and eventually the squad leader quietens into an ignorable cadence, lacking moral or functionality. this results in a SL rage quit and the other 5 poor schmucks have to deal with the consequences. Now because i'm okay at squad leading i usually take the reins, but in most situations only 2 or three guys will follow my lead and actually do what i say. the others deliberately, or incoherently disobey orders, and i am forced to kick them from the squad. some might think that, this solves the problem... well it doesn't. these two or three retards end up going to another squad and doing the same thing, whether they join another competent squad leader or they make a one-man squad of their own and hope for the other jerk-offs to join them so they can get special kits. either way they are still lingering on the server not really participating.
Now i'm not a monster, i totally understand that some people just don't want to deal with the consistent rage of death with increasing spawn time, or a squad leader with an annoying mike, or whatever. i'm aware that some players come in casually to play and would rather listen to what other people are talking about, than to talk themselves. But that doesn't mean its cool to jump into a squad and rob a special kit and run off into the woods like John J. Rambo.
Sadly, theres a limited amount of commitment every player in the genre will have to give.
And that means it's almost totally illogical to tackle this problem from that approach. (the approach of trying to convince lazy players to begin the game enthusiastically and energetically i mean) And so, heartlessly i can only think of a way that is similar to corralling cattle though a slaughterhouse.
I said this three years ago, and i'm saying it again. Players can be stupid, gullable, nieve, deaf dumb and blind and theres little in the way we can stop it...
unless...
it is apparent that the worst consentration of players is amplified on the Insurgent team, second to that is the Taliban team. (as players make an assumtion the "rag-heads" are backwards idiots who run screaming into the sides of strikers throwing fist-fulls of their own dung, and this very same assumtion carries over to the taliban somhow, most likeely because they are similar in nature and appearance) So its an equipment problem?
No, its not the fault of the equipment that people play on the insurgent and taliban team and are over come with nonsense, its years of third party information that skews their idea of these entities. but therefor, while in-game, its important that the medium forces their persepctive away from that direction. And helps them discover special tactics that arnt freely available with other forces.
I think its time to encorperate a game element that adheres insurgent squads or rabbles together and then galvinises them with extra combat dimentions, that will force them to utalise their knowedge and intelect as teams. so, a couple of suggestions...
(1) Insurgents have a class that carries a mortar deployable in it. (it still has to be built just like a normal one) This mortars range would be exactly the same but each grenade would have less of a kill radius than the current mortars. The reason for this is to have groups of insurgents that carry ammo on them but dont build them next to the ammo cache. smart ones would build far away so as not to expose the cache, and dumb ones would be scrutinised for breaking this code. the mortar deployable would have to be able to be picked up by the owner of that very same kit. there are prose and cons to this, but it adds an intersting tactical dimention to insurgents. (im not so sure if the taliban need this.)
(2) If i was to take Al Basrah for example, i would say that there would be dozens of painted markers around the city, in alcoves, on street corners, on stairwells, in fountains, in trenches. these would serve as "pre-sited" markers for IEDs. I wouldnt suggest putting them blatently out in the middle of the road or somwhere obvious, but they would help in the placing and enterpritation of IEDs. Why would this be nessesary? it wouldnt be, is the simple answer, it would just be easier for dumb people who cant get creative or lack the strategic knowledge to place them in smart areas. the more experianced players would know after at least a week that you wouldnt dare put ieds in those markers because it would be too obvious. but that wouldnt stop the BLUFOR looking in those spots would it?
this would create a game dynamic that would allow hidden insurgents to ambush BLUFOR as they searched the painte "X"s or whatever they would look like. I would prefare it if insurgents had a network function where they would communicate to each other, or detonate bombs without being able to actually see if there are bad guys at them, like a proximity tone or something where you had to take 5-10 seconds to take your phone out and press the button to blow up the charge, (while BLUFOR would have a 5-10 second chance to look around and see if theres a bomb next to them, obviously they wouldn't be able to hear the tone.)
(3) Insurgents simply arnt well equiped enough, and people have stated many times that the old al basrah was better than the new one, for many reasons, but i dont care about all their reasons, i only care about one. Insurgents dont get enough RPGs. every time you spawn as a rifleman you spawn with one of the millions and billions of AK47s that have been used for killing or replacing a broken table leg around the globe. how come, there arnt as many RPGs now? I remember i suggested to one of the DEVs last year, "you know, RPGs wouldnt be that accurate, and esspecially the way i have seen them being fired by amature marksmen on live leak and stuff, maybe they should have bad deviation while scoped in, and good deviation while firing from the hip? (or shoulder) and they said... "yea thats a good idea." "then i said, arnt people able to fire tubes while lieing down?" and they said... "Oh yea!" they put the lieing down bit in, the put the bad deviation while scoped in, in. but the bit where you just walk out and theres no 4 second penalty when you fire from the hip, they left out.
now every time you try to fire at an APC, your dead before you scope in. And this type of Bias with the weapons cant go on! Its causing too much rage!, nobody wants to play as insurgents anymore, theres no teamwork, the weapons are sub-par and the enemy is too well equipped to call it a fair fight. I'm all for asymmetry in PR, but if your going to have a team with poor small arms, then they need to be veracious with their indirect fire and their suicide vehicles.
(4) Its only my opinion, and i don't want to unlock the 8th circle of hell here, but i don't believe the increase spawn time penalties should apply to normal insurgent riflemen. If anything, you want those riflemen to be happy that they can run into your bullets, they are simulating a violent indigenous population that are difficult to eradicate.
there has to be compromises if your going to give the BLUFOR optics and thermals, and only give the insurgents and Taliban mortars. (btw, as a hint for the loadup screens. "mortars are inneffective against MBTs, IFVs and APCs, so dont bother."
I hope i dont sound too aggressive, im trying to put a humorous undertone onto an ingame subject thats bugged me for a while. im hoping that you guys will thow out some ideas and help this idea expand and evolve, and give birth to even better ideas. thats how this mod has been able to flurish for years. Insurgency can be so much more, but it needs to get its wings, and i really dont believe it has it yet. Cheers all.
OK, here goes, wall of text: I came back to PR in September after a year off, downloaded, updated, and settled in to my new home. Now every weekend i play copious hours of PR. I did testing for nearly two years, i was a server admin for longer, put my hand to modding and give fresh ideas directly to the DEVs which made their way into the mod and i did squad leading for a stint in the tournament. So i'm not one of the new kids on the block.
Now, I've thought very clearly about this for a few weeks and i have been meaning to make a good long discussion about it as its not a content problem but more of a community problem.
The Insurgents and the Taliban descend into anarchic madness on most public servers. I generalize heavily on this because i tried to prove myself wrong about it. But more than 90% of the time, conventional leadership rolls simply don't apply to Insurgents. The Taliban can EASILY be run well, and squad leaders DO organize squads well in more than half of Taliban maps, but its far too easy for players to justify breaking off on their own even when the squad leader is giving orders. this can easily frustrate the squad leader and the other players in the squad and eventually the squad leader quietens into an ignorable cadence, lacking moral or functionality. this results in a SL rage quit and the other 5 poor schmucks have to deal with the consequences. Now because i'm okay at squad leading i usually take the reins, but in most situations only 2 or three guys will follow my lead and actually do what i say. the others deliberately, or incoherently disobey orders, and i am forced to kick them from the squad. some might think that, this solves the problem... well it doesn't. these two or three retards end up going to another squad and doing the same thing, whether they join another competent squad leader or they make a one-man squad of their own and hope for the other jerk-offs to join them so they can get special kits. either way they are still lingering on the server not really participating.
Now i'm not a monster, i totally understand that some people just don't want to deal with the consistent rage of death with increasing spawn time, or a squad leader with an annoying mike, or whatever. i'm aware that some players come in casually to play and would rather listen to what other people are talking about, than to talk themselves. But that doesn't mean its cool to jump into a squad and rob a special kit and run off into the woods like John J. Rambo.
Sadly, theres a limited amount of commitment every player in the genre will have to give.
And that means it's almost totally illogical to tackle this problem from that approach. (the approach of trying to convince lazy players to begin the game enthusiastically and energetically i mean) And so, heartlessly i can only think of a way that is similar to corralling cattle though a slaughterhouse.
I said this three years ago, and i'm saying it again. Players can be stupid, gullable, nieve, deaf dumb and blind and theres little in the way we can stop it...
unless...
it is apparent that the worst consentration of players is amplified on the Insurgent team, second to that is the Taliban team. (as players make an assumtion the "rag-heads" are backwards idiots who run screaming into the sides of strikers throwing fist-fulls of their own dung, and this very same assumtion carries over to the taliban somhow, most likeely because they are similar in nature and appearance) So its an equipment problem?
No, its not the fault of the equipment that people play on the insurgent and taliban team and are over come with nonsense, its years of third party information that skews their idea of these entities. but therefor, while in-game, its important that the medium forces their persepctive away from that direction. And helps them discover special tactics that arnt freely available with other forces.
I think its time to encorperate a game element that adheres insurgent squads or rabbles together and then galvinises them with extra combat dimentions, that will force them to utalise their knowedge and intelect as teams. so, a couple of suggestions...
(1) Insurgents have a class that carries a mortar deployable in it. (it still has to be built just like a normal one) This mortars range would be exactly the same but each grenade would have less of a kill radius than the current mortars. The reason for this is to have groups of insurgents that carry ammo on them but dont build them next to the ammo cache. smart ones would build far away so as not to expose the cache, and dumb ones would be scrutinised for breaking this code. the mortar deployable would have to be able to be picked up by the owner of that very same kit. there are prose and cons to this, but it adds an intersting tactical dimention to insurgents. (im not so sure if the taliban need this.)
(2) If i was to take Al Basrah for example, i would say that there would be dozens of painted markers around the city, in alcoves, on street corners, on stairwells, in fountains, in trenches. these would serve as "pre-sited" markers for IEDs. I wouldnt suggest putting them blatently out in the middle of the road or somwhere obvious, but they would help in the placing and enterpritation of IEDs. Why would this be nessesary? it wouldnt be, is the simple answer, it would just be easier for dumb people who cant get creative or lack the strategic knowledge to place them in smart areas. the more experianced players would know after at least a week that you wouldnt dare put ieds in those markers because it would be too obvious. but that wouldnt stop the BLUFOR looking in those spots would it?
this would create a game dynamic that would allow hidden insurgents to ambush BLUFOR as they searched the painte "X"s or whatever they would look like. I would prefare it if insurgents had a network function where they would communicate to each other, or detonate bombs without being able to actually see if there are bad guys at them, like a proximity tone or something where you had to take 5-10 seconds to take your phone out and press the button to blow up the charge, (while BLUFOR would have a 5-10 second chance to look around and see if theres a bomb next to them, obviously they wouldn't be able to hear the tone.)
(3) Insurgents simply arnt well equiped enough, and people have stated many times that the old al basrah was better than the new one, for many reasons, but i dont care about all their reasons, i only care about one. Insurgents dont get enough RPGs. every time you spawn as a rifleman you spawn with one of the millions and billions of AK47s that have been used for killing or replacing a broken table leg around the globe. how come, there arnt as many RPGs now? I remember i suggested to one of the DEVs last year, "you know, RPGs wouldnt be that accurate, and esspecially the way i have seen them being fired by amature marksmen on live leak and stuff, maybe they should have bad deviation while scoped in, and good deviation while firing from the hip? (or shoulder) and they said... "yea thats a good idea." "then i said, arnt people able to fire tubes while lieing down?" and they said... "Oh yea!" they put the lieing down bit in, the put the bad deviation while scoped in, in. but the bit where you just walk out and theres no 4 second penalty when you fire from the hip, they left out.
(4) Its only my opinion, and i don't want to unlock the 8th circle of hell here, but i don't believe the increase spawn time penalties should apply to normal insurgent riflemen. If anything, you want those riflemen to be happy that they can run into your bullets, they are simulating a violent indigenous population that are difficult to eradicate.
there has to be compromises if your going to give the BLUFOR optics and thermals, and only give the insurgents and Taliban mortars. (btw, as a hint for the loadup screens. "mortars are inneffective against MBTs, IFVs and APCs, so dont bother."
I hope i dont sound too aggressive, im trying to put a humorous undertone onto an ingame subject thats bugged me for a while. im hoping that you guys will thow out some ideas and help this idea expand and evolve, and give birth to even better ideas. thats how this mod has been able to flurish for years. Insurgency can be so much more, but it needs to get its wings, and i really dont believe it has it yet. Cheers all.