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04-23-2009, 04:25 PM #1471
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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04-23-2009, 04:41 PM #1472
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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04-23-2009, 04:50 PM #1473
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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 #1474
Re: PR Dev Journal.
Yeah, my idea for the collaborators was this, at the end of page 97:__________________________________________________ ___
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.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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04-23-2009, 06:17 PM #1475
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.
Googol








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04-23-2009, 08:41 PM #1476

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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.
Randy = Ace ! - Warlab












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Apophis - "TG was created to cater to a VERY specific type of gamer rather than trying to appeal to the greater gaming population.
Tactical Gamer is not mainstream.
We are not trying to attract mainstream gamers."
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04-24-2009, 02:30 PM #1477
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.|TG| (:djames-d)

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04-24-2009, 03:54 PM #1478
Re: PR Dev Journal.
impossible situations are very realistic I'd say, gameplay is another matter.or realistic
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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04-24-2009, 05:23 PM #1479
Re: PR Dev Journal.








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04-24-2009, 05:47 PM #1480
Re: PR Dev Journal.
|TG| (:djames-d)

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04-25-2009, 01:48 AM #1481

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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.
Randy = Ace ! - Warlab












Randy/Bob/Magnum
RSS Feeds:Bamboo | |TG-31st| LR IHS Info | 9/11 - Never Forget |
Apophis - "TG was created to cater to a VERY specific type of gamer rather than trying to appeal to the greater gaming population.
Tactical Gamer is not mainstream.
We are not trying to attract mainstream gamers."
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04-25-2009, 11:31 AM #1482
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04-25-2009, 11:35 AM #1483
Re: PR Dev Journal.
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.
Originally Posted by Chuc's WeGame profile
Edit: Damn, the [media] tags won't work for WeGame..|TG-XV| Waldo_II
Violence doesn't solve anything.
Exceptions for: Slavery, dictatorship, communism, genocide, oppression, evil/racist/hateful regimes bent on world domination...
"If you take a step towards freedom, it'll take two steps towards you." - Tom Morello




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04-25-2009, 12:40 PM #1484
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.








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04-25-2009, 04:05 PM #1485
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