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[Brainstorming] 3dAC and Insurgency

 Post subject: Re: 3dAC and Insurgency
PostPosted: 12 Aug 2014, 06:07 
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Well we can easily simulate INS without FOBs. We only need to inform the admins and have the BLUFOR CO informed (can remove FOBs if build). RPs will still work when close to an IFV/APC, which is fine IMO. If it comes to coding we could ask QRF and/or [R-CON]Mats.
So should we organize a gameplay test?

Curry.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 12 Aug 2014, 07:30 
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Let me make sure the maps work with flags first. Currently I managed to add a flag on Black Gold (started testing there) and it can be capped by INS but not re-capped by China. Also causes no bleed.

I am to be honest not 100% sure it works just by copying flags around. Mineral said I might actually need to use the editor or something. Which I can't really be arsed with tbh. Will test some more though.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 12 Aug 2014, 09:35 
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What fun is Insurgency for OpFor if there are no Fobs?

It contributes NOTHING to insurgents gameplay and increases boredomm, trolling and overall lack of strategy in the Ins team.
On the other hand, BluFor is forced to work together, creating an even bigger gap in teamwork between the teams.


Insurgency will only be better if there will be an objective for OpFor. Not enough peple have the patience to wait for 30+ minutes to blow up an IED or wait for a guy to walk in your room. It's just boring and doesn't work out of organized gameplay.

@Age:
- Ramiel (VCP)
- Basrah (VCP)
- Marlin (UN Outpost / Hill / St.Tropez Resort / Harbour, ... )
- Korengal (OP Restrepo)
- Iron Ridge (Pump Station, Power Plant, Bridge (?), .. )
- Karbala (C9 factory, L13 compound)
- Fallujah (Hospital, A6 compound, M12 compound )
Problem is, that caches can spawn on all of those 'flag'locations, how will that effect gameplay?

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 12 Aug 2014, 15:32 
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Nate wrote:
What fun is Insurgency for OpFor if there are no Fobs?

That's why I think everyone agree that OpFor needs an objective.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 12 Aug 2014, 17:08 
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There needs to be only one cache at a time, then.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 13 Aug 2014, 11:53 
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Stealthgato wrote:
There needs to be only one cache at a time, then.
This is a brilliant idea.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 13 Aug 2014, 13:35 
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Danger_6 wrote:
Stealthgato wrote:
There needs to be only one cache at a time, then.
This is a brilliant idea.

This + give Opfor an objective.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 15 Aug 2014, 13:54 
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Concept Mk .1

Both sides
  • Mortars removed (or at least smoke only);

Blufor side
  • Only 1 Fob allowed
  • All maps have ground-vehicles with a 5 minutes minimum delayed

Insurgents side
  • Hideouts distance reduce to 100m
  • Only 1 Cache to defend at time, 3 total
  • Has 2 Cache markers, 1st is the real one, 2nd is what Blufor sees.
  • Increase running speed
  • All kits with slots receives shovel
  • Rifleman kit requestable from cache
  • Spawn time decreased to a maximum of 30s (Being killed while 100m of cache, 50 of enemy FOB or has martyr should decrease span time to 15s)

Civilians
  • Spawns Civilians => Is Civilians (prevent spawn-camping)
  • Drops kit => Is civilians after 1 minute
  • Alternative kit to medic (aka Collaborator)
  • Carries nothing except binoculars

Gameplay:



Game begins, after 5 minutes the first cache is revealed and the ticket bleed starts if no FOB is built.

Cache marker starts 100m of the cache. 

This cache marker is updated if:
  • A total of >5 guys  are within 20m of the cache marker this one is updated
  • there are more Blu players then Op players within 20m
  • Real cache is destroyed

Any of these events removes 50m of the cache's marker offset;  this means that a marker can in theory distance itself from the cache if to many civilians are killed.

Each civilian killed increases the cache's marker offset by 15m and the personal penalty is getting the kill counter restarted any other penalties would allow players to calculate the current marker's offset.
Arresting a civilians decreases the cache marker 15m.

Once the cache is destroyed the new cache spawns and after 10 minutes the cache marker becomes visible.

What this aims to improve



  • Although the difference between gear still allows a complete rape of the insurgents, the removal of intel-points to find caches means that players don't need to farm kills.
  • With one cache means that even with a superior gear blufor players can't do anything without team-play.
  •  Insurgents can chose between defending the cache or the fake cache and in the same way blufor players can believe they're attacking the fake or real cache.
  •  If insurgents are dominating the battlefield they don't need to wait for the enemy team, they can try to destroy the enemy fob.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 15 Aug 2014, 18:40 
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looks good, but idk if allowing insurgents to keep spawning like crazy is a good idea.

I think we all can agree that the insurgents need slightly faster sprint speed and considerably greater stamina... they are wearing Nike's after all...

BTW: IED's are nerfed as fuuuuck

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 20 Aug 2014, 15:24 
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Bump, concept Mk. 1, two posts above.

Regarding the quick re-spawn to insurgents, its the only thing I can imagine to balance against bullet proof vests that Blu for has.

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