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