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[Brainstorming] 3dAC and Insurgency

 Post subject: Re: 3dAC and Insurgency
PostPosted: 04 Sep 2014, 12:45 
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OA
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I'd say go straight with with attempt 3 because Attempt 2 has too less gameplay impact at a time, and 1
Quote:
Allowing rallies just like blufor
won't happen (in a PR patch atleast) as it defeats the our unique gameplay with  Iraqi insurgents:
- Bluefor need logistics for FOBs and can place rallies
-  Iraqi Insurgents can build Hideouts everywhere without logisitcs, and can hide em practically eveywhere.
- Other Insurgency factions like Taliban, Milita or FSA can still set rallies


Those proposals again,
Quote:
Attempt 3
  • Reducing hideouts build radius  to 100m
  • Only 1 Cache
  • Only 1  Fob, Blufor bleeds without one.
Attempt 4
  • Reducing hideouts build radius  to 100m
  • Only 1 Cache
  • Only 1  Fob, Blufor bleeds without one.
  • Cache is reveled with fixed time
  • Intel points go towards the cache's marker precision, max-distance of marker is 1/2 of the map size
include a good number of gameplay changes at a time and also more refreshing concepts.


Also it should'nt be an issue to find a server. We could go for events on NEW for example,
or just host an unpassworded public server if 'the DEVs' are keen. Sound good?


But yeah, let's discuss the server question later again when files are ready ;)
Thanks for all the effort btw, Turista!

~k4on


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 Post subject: Re: 3dAC and Insurgency
PostPosted: 04 Sep 2014, 13:29 
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can you also increase the speed and stamina of the insurgents?

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 04 Sep 2014, 22:33 
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I will now give my input, first of all I would like to say that I enjoy the insurgency faction since I do like being the underdog. However this position has gotten worse since 1.0 . 

Simple solutions are weaponry. First of all give all Insurgent faction (Militia, Taliban, ARF, FSA, Iraqi Ins.) their artillery IED back. This was the most fearful weapon. Now only available in the Insurgent pick-up kit. Put it in the standard engineer kits together with the water container and a self defense weapon (Skorpion, Shotgun, SKS ). Make sure every faction can have at least 2 of those engineer kits on each map. Maps like Archer, Lashkar and Kokan should have more in my opinion to have people focus more on IEDs.

After the IEDs the amount of scoped weapons, especially for the Iraqi Insurgents. For the Iraqi Insurgents I would suggest a simple kit with an AK74 with the PSO (Militia spotter kit) and a bipod if that model is available. Together with a BUIS, Cellphone (only spot) and stones it will be a simple kit but good to snipe with in (semi-)urban areas.

Besides the scoped weaponry and IEDs I would also suggest a better variety of vehicles, since we are restricted to the vehicles available now I would just suggest to put the Quad Truck on any map with close air support. Along with a rocket technical on most of the maps. Just to give the insurgents a bigger punch. Also giving every insurgent mainbase two spawnable civilian cars and two spawnable zavasta trucks you can increase the mobility.

Rallypoints should be phased out on insurgency for BLUFOR and Iraqi Insurgents, with hideouts having a 100/150 meter spread there should be no need for the insurgents. Phasing out rallies for BLUFOR will let them focus more on taking care of their vehicles.

Along with that, I  support the on cache idea and the fixed time before it is known. But I also suggest a time-out after 45 minutes. When a cache is not taken after 45 minutes, the BLUFOR will get a ticket penalty.

This is my first part.


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 Post subject: Re: 3dAC and Insurgency
PostPosted: 04 Sep 2014, 23:36 
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Lets face it, US and Co. moved out of the iraq. The forces fighting there now are not running around with bolt action rifles but instead with armored vehicles. Maybe we need to over think the entire setup of 'Middle Eastern Insurgent' faction?

Curry.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 05 Sep 2014, 00:09 
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most current ins maps in PR are based on real conflicts which happened.

not are currently happening. most.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 05 Sep 2014, 05:55 
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Brooklyn-Tech wrote:
most current ins maps in PR are based on real conflicts which happened.

not are currently happening. most.
True that.

Curry.

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 05 Sep 2014, 10:30 
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For BluFor, what about making assets (anything that requires a driver/pilot) not respawn or with a longer spawn time?

Or maybe use heavier assets than what we have now, but in much smaller numbers. On many maps there are 4+ apcs, what about replacing that with heavier assets and limiting the number of APC and with a much longer respawn time.


Once again, i'm just bringing it out there. Discuss!

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 05 Sep 2014, 11:02 
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Regarding map balance I'm not sure if I'm allowed to touch the level files, so for now I'm just modifying all Insurgency's concept but yes I do agree with hot frank when he says that all medium/heavy assets should only spawn with a 5-10m delay.

Also I change the goals to this:


Attempt 1
  • Reducing hideouts build radius  to 100m
  • Only 1 Cache
  • No Mortarts (both side)

Attempt 2
  • Reducing hideouts build radius  to 100m
  • Only 1 Cache
  • Only 1  Fob, Blufor bleeds without one.
  • No Mortarts (both side)

Attempt 3
  • Reducing hideouts build radius  to 100m
  • Only 1 Cache
  • Only 1  Fob, Blufor bleeds without one.
  • Cache is reveled with fixed time
  • Intel points go towards the cache's marker precision, max-distance of marker is 1/2 of the map size

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 Post subject: Re: 3dAC and Insurgency
PostPosted: 05 Sep 2014, 12:08 
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hotfranc wrote:
For BluFor, what about making assets (anything that requires a driver/pilot)  with a longer spawn time?

Or maybe use heavier assets than what we have now, but in much smaller numbers. On many maps there are 4+ apcs, what about replacing that with heavier assets and limiting the number of APC and with a much longer respawn time. 

I'd love to see that aswell.


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 Post subject: Re: 3dAC and Insurgency
PostPosted: 05 Sep 2014, 13:33 
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Attempt 1 is ready and just wanted to share this:Image

In red you have possible locations for hideouts with the 250m gap, in green the distance is 100m

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