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04-23-2009, 04:25 PM
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#1471 (permalink)
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Join Date: Jan 2009
Location: New Jersey
Age: 19
Posts: 1,161
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Re: PR Dev Journal.
How about a Russia vs. Chechens Insurgency map? Or a Russia vs. Brit map? We need to some more heavy Armor maps. No jets/Attack Choppers. Just straight up Heavy-ass armor.
Like make the russian tanks a little weaker than the Challenger, but have 1 or 2 more of them. Add 3 or so Heavy Transport choppers for the infantry as well, maybe add a Land rover or 2.
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FROM THE PRIMER:
Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team.
Xbox Live GT: KrunchMastaFlex
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04-23-2009, 04:41 PM
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#1472 (permalink)
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Join Date: Aug 2007
Location: Missoula, Montana
Age: 23
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Re: PR Dev Journal.
My thoughts on insurgency:
1) Ditch the civi system: I appreciate what the devs are trying to do by adding civilians, but all it does is frustrate people. I think that the collaborator class should be kept in the game, but all the penalties should be dropped. So, collaborators would basically be unarmed medics.
2) Fewer caches at a time: Having multiple objectives spreads out the teams and , generally, leads to less teamwork. I'd prefer both teams concentrated on defending/attacking one cache instead of three. This would mean that the tickets, assets, and victory conditions would have to be rebalanced for most insurgency maps.
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|TG-6th|Charity Case
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04-23-2009, 04:50 PM
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#1473 (permalink)
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Join Date: Apr 2007
Location: Pittsburgh
Age: 21
Posts: 1,416
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Re: PR Dev Journal.
I know that I defintely prefer the standard assault-type maps to Insurgency.
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04-23-2009, 05:25 PM
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#1474 (permalink)
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Join Date: Jan 2009
Location: New Jersey
Age: 19
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Re: PR Dev Journal.
Quote:
Originally Posted by Charity Case
My thoughts on insurgency:
1) Ditch the civi system: I appreciate what the devs are trying to do by adding civilians, but all it does is frustrate people. I think that the collaborator class should be kept in the game, but all the penalties should be dropped. So, collaborators would basically be unarmed medics.
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Yeah, my idea for the collaborators was this, at the end of page 97:
Quote:
Originally Posted by Axis_Sniper
I'm just throwing out another idea here, so stick with me on this.
I was thinking of giving the Iraqi Insurgents 1 ticket for every civie that is killed. So instead of the Coalition only needing to destroy the 10 caches, they would need to destroy all 12 if they kill enough civies. If tickets go beyond the 20 needed for the final 2 caches, it would begin to bleed after the final cache is destroyed.
It would help on Iraqis Insurgents just throwing their lives away, keep the Coalition on their toes/less trigger happy, as well as keep in touch with the realism.
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Quote:
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2) Fewer caches at a time: Having multiple objectives spreads out the teams and , generally, leads to less teamwork. I'd prefer both teams concentrated on defending/attacking one cache instead of three. This would mean that the tickets, assets, and victory conditions would have to be rebalanced for most insurgency maps.
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I completely agree with you on this. There should only be 1 revealed/spawned cache at a time, the purple defend marker should be where the cache next in line is gonna spawn.
__________________
FROM THE PRIMER:
Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team.
Xbox Live GT: KrunchMastaFlex
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04-23-2009, 06:17 PM
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#1475 (permalink)
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Join Date: Dec 2007
Location: New Jersey
Posts: 1,085
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Re: PR Dev Journal.
I definatley agree on the idea to ditch the civi system. The idea was to add a realism aspect and restrain the blufor. However, it has simply turned into an exploitive, screw around class. Also, I remembere reading that the 4Km insurgency maps (such as coderedfox's map) will only have 1 cache at a time.
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|TG-6th|Google
"I'm not playing this abortion of a map" -Charity Case
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04-23-2009, 08:41 PM
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#1476 (permalink)
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Join Date: Dec 2007
Location: The Dr. at the Psych Ward told me as long as I take my medicine I can be from anywhere.
Age: 29
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Re: PR Dev Journal.
I like the idea of multiple caches at once, insurgency shouldn't be played the way AAS should be played, it also makes you realize that sometimes you have to multi-task, or disregard that cache that has spawned and attack the one that the majority of the team is attacking.
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04-24-2009, 02:30 PM
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#1477 (permalink)
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Join Date: Feb 2009
Location: Edinburgh,Scotland
Age: 17
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Re: PR Dev Journal.
Having one cache at a time seems like a bad idea to me. Sometimes you get a cache that spawns in a practically unreachable spot, like in some caves on Korengal that the entire insurgent team could just hang out in for the entire game, turning it into the PR equivilant of the bf2142 titan corridors with everyone spamming grenades, rpgs and pkms from the cache - hardly fun for the blufor side or realistic.see the top of the page in the link below as an example.
http://www.tacticalgamer.com/battlef...hread-122.html
Bugs - ive seen quite a few caches that happen to be in a spot where nobody can get to them at all (take the one near the outpost in the IWS round 4 for example). If there was only one it would be impossible to win. Imagine how boring that would be for blufor, and imagine if there was no admin on to restart the map - it could last for hours.
I think that the 3 cache system works fine, its good having the insurgent forces having to spread out - it stops them from being ridiculously powerful since you would be fighting their whole team, and makes the game not last too long.
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|TG| (:djames-d)
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04-24-2009, 03:54 PM
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#1478 (permalink)
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Join Date: Mar 2007
Location: freaking out!
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Re: PR Dev Journal.
impossible situations are very realistic I'd say, gameplay is another matter.
If they have artillery, HAT kits and 30mm high explosive ammo I would hope a solution could be engineered
It could be 1 cache or just a limit to 1 revealed cache of the 3. I often think the allies shouldnt have any intel at all tbh, total search and destroy scenario with no benefit to killing enemies at all
It would promote the random ambush element to gameplay which I think would match the real challenge faced. Intel could be player generated only
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If you find yourself in a fair fight, then you have obviously failed to plan properly.
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04-24-2009, 05:23 PM
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#1479 (permalink)
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Join Date: Oct 2007
Location: Petawawa, Canada
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Re: PR Dev Journal.
Quote:
Originally Posted by Sabre_Tooth_Tigger
impossible situations are very realistic I'd say, gameplay is another matter.
If they have artillery, HAT kits and 30mm high explosive ammo I would hope a solution could be engineered
It could be 1 cache or just a limit to 1 revealed cache of the 3. I often think the allies shouldnt have any intel at all tbh, total search and destroy scenario with no benefit to killing enemies at all
It would promote the random ambush element to gameplay which I think would match the real challenge faced. Intel could be player generated only
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I would like to add to that. I would like to see the taliban get tickets. Say 1000 to start and for every 100 deaths or so they lose a cache. I'm not sure if it can be done code wise.
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Sig by Sonic
Squad leading all the way! It's like lonewolfing, except you have five guys that follow you around and shoot things for you - |TG-6th|Charity Case
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04-24-2009, 05:47 PM
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#1480 (permalink)
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Join Date: Feb 2009
Location: Edinburgh,Scotland
Age: 17
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Re: PR Dev Journal.
Quote:
Originally Posted by Sabre_Tooth_Tigger
impossible situations are very realistic I'd say
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I agree with you - impossible situations are realistic. I was more referring to the style of play which makes it impossible - spamming infinite explosives from an unlimited supply, which im sure does not happen in real life.
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|TG| (:djames-d)
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04-25-2009, 01:48 AM
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#1481 (permalink)
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Join Date: Dec 2007
Location: The Dr. at the Psych Ward told me as long as I take my medicine I can be from anywhere.
Age: 29
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Re: PR Dev Journal.
I hope the mark19 grenade launcher makes an appearance....I would love to see the MLRS but then again i would love to see an area attack of carpet bombs.
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04-25-2009, 11:31 AM
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#1482 (permalink)
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Join Date: Dec 2007
Location: New Jersey
Posts: 1,085
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Re: PR Dev Journal.
Quote:
Originally Posted by [R-DEV]Chuc
Its an honest admission when I say that I did the current animations for the sniper rifles last in the 0.8 development cycle. So now with a little more experience under my belt I can now give you guys a little animatioon injectioon on a much neglected class of weapons.
While the bolting animation has been reanimated faster, and the delay between firing reduced, the deviation values are unchanged from 0.85 values, so all your shooting techniques will remain the same.
http://www.wegame.com/watch/Sniper_R...nimations_WIP/
I apologise for the horrendous video quality.
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Pretty awesome.
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|TG-6th|Google
"I'm not playing this abortion of a map" -Charity Case
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04-25-2009, 11:35 AM
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#1483 (permalink)
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Join Date: Dec 2007
Location: /home/minnesota
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Re: PR Dev Journal.
Quote:
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Originally Posted by Chuc's WeGame profile
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Just saw Google's post and I checked out Chuc's other videos. I know the graphic of four factions saluting has made it into this thread, but I haven't seen the video.
Edit: Damn, the [media] tags won't work for WeGame..
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|TG-XV| Waldo_II
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04-25-2009, 12:40 PM
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#1484 (permalink)
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Join Date: Jan 2009
Location: New Jersey
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Re: PR Dev Journal.
You know what would also be awesome? A Chinese Insurgency map. Like China vs. Tibetan rebels.
You know it would be sweet.
__________________
FROM THE PRIMER:
Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine, regardless of the level of advantage, if any, it gives over the opposing team.
Xbox Live GT: KrunchMastaFlex
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04-25-2009, 04:05 PM
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#1485 (permalink)
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Join Date: Nov 2008
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Re: PR Dev Journal.
Quote:
Originally Posted by Axis_Sniper
You know what would also be awesome? A Chinese Insurgency map. Like China vs. Tibetan rebels.
You know it would be sweet.
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Aren't Tibetans peaceful and pacifists?
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