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[Brainstorming] 3dAC and Insurgency

 Post subject: Re: 3dAC and Insurgency
PostPosted: 22 Aug 2014, 19:52 
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I could imagine that some form of Bluefor CnC meets Insurgency gameplay would be nice. Gives Insurgents an objective to attack instead of just camping, while BlueFor has also to defend. Like fob must be placed x meters away from main base and x meters away from map border.


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 Post subject: Re: 3dAC and Insurgency
PostPosted: 22 Aug 2014, 22:56 
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K4on wrote:
I could imagine that some form of Bluefor CnC meets Insurgency gameplay would be nice. Gives Insurgents an objective to attack instead of just camping, while BlueFor has also to defend. Like fob must be placed x meters away from main base and x meters away from map border.



Precisely what I was suggesting! Now spank the rest of the DEVs to make it happen, then give me 10% of the cut you get from donations/advertising. Call it a consultants fee.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 23 Aug 2014, 13:23 
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The idea exists for quite a while already, but nobody was up for programming it in Python so no soup for you age :-p
Though, if anyone can code a working proof of concept, and test it successfully in events f.e., there might be a good chance to get it included in the next patch eventually.


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 Post subject: Re: 3dAC and Insurgency
PostPosted: 23 Aug 2014, 13:30 
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K4on wrote:
The idea exists for quite a while already, but nobody was up for programming it in Python so no soup for you age :-p
Though, if anyone can code a working proof of concept, and test it successfully in events f.e., there might be a good chance to get it included in the next patch eventually.

Could I have access to the *.py files to try and make this?

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 23 Aug 2014, 14:42 
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it's hard finding people to defend caches as is. if we give opfor a clear objective other than defending, it will be even harder. we need to give incentives for staying near he cache, not encourage people to abandon it...

I think it's too drastic of a change and will result in many unforseen exploits. keep the changes small and incremental.

giving opfor greater speed and stamina is a small and easy change which will improve the gamemode. you can then continue to include other changes at a later time. if you change everything at once you will have no clue what works and what doesn't.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 23 Aug 2014, 15:38 
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Sure, less people will defend caches. But BluFor also gets less people attacking since they need to defend their objective. Loosing that starts a ticket bleed.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 24 Aug 2014, 00:42 
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have you played a few rounds of burning sands ins?

it doesn't work

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 24 Aug 2014, 11:59 
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Brooklyn-Tech wrote:
it's hard finding people to defend caches as is. if we give opfor a clear objective other than defending, it will be even harder. we need to give incentives for staying near he cache, not encourage people to abandon it...

With the fob system, blufor can still dictate the 'tempo' of the game, they can place a fob next to its main (outside DOD ofc) or right next to the cache. They can also place Tows, HMGs, Barbed wire, FoxHoles and sand-bags walls. So the idea is to create an objective but a hard one.

Also what makes people leave the cache is usually the lack of enemies (boredom), by removing one cache we give everyone a clear objective with intensive fights.

Brooklyn-Tech wrote:
have you played a few rounds of burning sands ins? it doesn't work


Burning Sands INS is just something to forget.
Its given 5 objectives, they're in a very small part of the city and makes insurgents walk through the desert against APCs.


I do agree that we need to make several incremental stages were we test the gameplay, something like:

1 -  "Small Tweaks"
  • Insurgents run faster
  • Hideouts radius decreased to 100m

2 - "1 Cache"
  • Only 1 Cache
  • Insurgents run faster
  • Hideouts radius decreased to 100m

3 - "2 Objectives"
  • Only 1 Fob, destroying it gets a ticket bleed to BLUFOR
  • Only 1 Cache
  • Insurgents run faster
  • Hideouts radius decreased to 100m

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 24 Aug 2014, 13:14 
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UTurista wrote:
I do agree that we need to make several incremental stages were we test the gameplay, something like:

1 -  "Small Tweaks"
  • Insurgents run faster
  • Hideouts radius decreased to 100m

2 - "1 Cache"
  • Only 1 Cache
  • Insurgents run faster
  • Hideouts radius decreased to 100m

3 - "2 Objectives"
  • Only 1 Fob, destroying it gets a ticket bleed to BLUFOR
  • Only 1 Cache
  • Insurgents run faster
  • Hideouts radius decreased to 100m

I'd gladly sign off on something like this. Question then becomes what we do about insurgent mortars/area attack in the "third update"?

EDIT: 2nd update would also require that impossibly hard/easy caches are removed from the maps and some new "medium" ones added.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 24 Aug 2014, 14:39 
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Brooklyn-Tech wrote:
have you played a few rounds of burning sands ins?

it doesn't work

Too many objectives and too weird of a map. What Turista said.

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