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Old 02-23-2010, 04:39 PM   #1
snooggums
Default Revise or remove the Intel system for insurgency

The current Intel gathering structure encourages a long period of BluFor sitting back and picking off insurgents to somehow gain knowledge, then a mass rush of OpFor once both caches are discovered as they no longer have an increase in intel. With the increase in kits staying around I think the following changes would greatly improve game play based on intel collection.

Intel collection revision
Increase the time required for an unarmed kit to count as a Collaborator does for ROE to 5 minutes (ie after the kit actually disappears).
Treat Collaborators and the unarmed kit the same for arrests: +10 intel points.
Count Collaborators and unarmed kit the same for kills outside ROE: -10 intel points.

Killing a regular insurgent gives no intel. When an insurgent is shot and drops the kit a BluFor who picks up the kit gets +1 intel. I seem to remember this being in the game at one point. What this would do is encourage clearing a group of insurgents and then checking the bodies for Intel instead of simply shooting them from far away.

If different, set the Intel requirement to 20 per cache, with a 40 Intel max (-20 when a cache is destroyed).

Alternate option
With the same idea as my insurgency skirmish idea, have one cache always showing and only gather Intel on a second cache.

Game play improvements

By linking the Intel to picking up kits and arresting the actual gathering of Intel is represented, BluFor is encouraged to approach and engage the OpFor which would increase opportunities by both sides to lure the enemy out. In addition, less game time would be wasted by having the Insurgents hide and BluFor sit back on hills not doing anything because they get just as much Intel by popping people trying to get a look at them from 800m as they do from getting in close.

The alternate option increases the focus on the caches and a bit away from Intel collection. There is no real reason that a game should stagnate with two hidden caches and all the Insurgents hiding. It may be realistic but it is incredibly boring.

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Old 02-23-2010, 04:57 PM   #2
killonsight95
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Default Re: Revise or remove the Intel system for insurgency

i agree but the Blufor will loose to many tickets this way maybe by picking up the kits you get lets say 3 intel or something and just increase the amount of intel needed per cashe the only problem is there are to many insurgents compared to the Blufor it would be great if we could side limit players to like 25 to insurgent and 39 to Blufor thus giving the Blufor one more squad over the insurgents which would be more realistic


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Old 02-23-2010, 09:18 PM   #3
badmojo420
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Default Re: Revise or remove the Intel system for insurgency

I dislike the picking up kits to gain intel system. It makes you defenseless while you cycle the kit, and also with the kits staying around for so long now, people would be picking up the same kits over and over, each time resetting the 5min timer.

Quote:
There is no real reason that a game should stagnate with two hidden caches and all the Insurgents hiding. It may be realistic but it is incredibly boring.
I find this to be one of the biggest advantages of PR over other shooters. Not every second is a firefight, there are times when contact has to be searched for. Times when you think all is quiet and then all of a sudden you drive into an ambush and the whole street comes alive with insurgents hip firing aks, RPGs, grenades, and civies throwing rocks. It's those times of quiet that make the action so much better when it does happen. I can't stand playing games like COD MW2 where your average life lasts about 30s and in that 30s you fired off 3 magazines and killed 2 enemies. Rinse and repeat for the next 3 hrs, it gets old real fast.
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Old 02-23-2010, 09:56 PM   #4
Feriluce
Default Re: Revise or remove the Intel system for insurgency

Quote:
Originally Posted by killonsight95 View Post
i agree but the Blufor will loose to many tickets this way maybe by picking up the kits you get lets say 3 intel or something and just increase the amount of intel needed per cashe the only problem is there are to many insurgents compared to the Blufor it would be great if we could side limit players to like 25 to insurgent and 39 to Blufor thus giving the Blufor one more squad over the insurgents which would be more realistic
I'm sure you mean the other way around? If it should be realistic, there would be a lot more insurgents than blufor.
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Old 02-23-2010, 10:57 PM   #5
snooggums
Default Re: Revise or remove the Intel system for insurgency

Quote:
Originally Posted by badmojo420 View Post
I dislike the picking up kits to gain intel system. It makes you defenseless while you cycle the kit, and also with the kits staying around for so long now, people would be picking up the same kits over and over, each time resetting the 5min timer.
Oh well, a few insurgent kits get recycled.

Quote:
I find this to be one of the biggest advantages of PR over other shooters. Not every second is a firefight, there are times when contact has to be searched for. Times when you think all is quiet and then all of a sudden you drive into an ambush and the whole street comes alive with insurgents hip firing aks, RPGs, grenades, and civies throwing rocks. It's those times of quiet that make the action so much better when it does happen. I can't stand playing games like COD MW2 where your average life lasts about 30s and in that 30s you fired off 3 magazines and killed 2 enemies. Rinse and repeat for the next 3 hrs, it gets old real fast.
I like the slow pace too, but the difference between lack of action while moving into position to assault a cache and simply wandering around waiting for the enemy to poke their head up to see what you are doing so you can shoot them and get a magic point of intel is enormous.

BluFor should have some idea where to be moving towards, not just hanging out waiting to shoot someone for looking at them funny.

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Old 02-23-2010, 11:06 PM   #6
Rudd
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Default Re: Revise or remove the Intel system for insurgency

Quote:
The current Intel gathering structure encourages a long period of BluFor sitting back and picking off insurgents to somehow gain knowledge, then a mass rush of OpFor once both caches are discovered as they no longer have an increase in intel. With the increase in kits staying around I think the following changes would greatly improve game play based on intel collection.
I have no problem with this

blufor stay back if they haven't got a good location on a cache because the opfor throw themselves at them

if opfor would stop being so aggressive and actuallly trying to be stealthy etc you'd see alot less defensive tactics from blufor, but as it is blufor win best when they attack hard, pull out fast, hold strong then rinse and repeat.

and I cant really say that is a bad thing


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Old 02-24-2010, 01:57 AM   #7
Meza82

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Default Re: Revise or remove the Intel system for insurgency

Quote:
Originally Posted by snooggums View Post
...Killing a regular insurgent gives no intel. When an insurgent is shot and drops the kit a BluFor who picks up the kit gets +1 intel. I seem to remember this being in the game at one point. What this would do is encourage clearing a group of insurgents and then checking the bodies for Intel instead of simply shooting them from far away...
...By linking the Intel to picking up kits and arresting the actual gathering of Intel is represented, BluFor is encouraged to approach and engage the OpFor which would increase opportunities by both sides to lure the enemy out. In addition, less game time would be wasted by having the Insurgents hide and BluFor sit back on hills not doing anything because they get just as much Intel by popping people trying to get a look at them from 800m as they do from getting in close.
great idea!

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Old 02-24-2010, 02:00 AM   #8
Meza82

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Default Re: Revise or remove the Intel system for insurgency

Quote:
Originally Posted by killonsight95 View Post
...the only problem is there are to many insurgents compared to the Blufor it would be great if we could side limit players to like 25 to insurgent and 39 to Blufor thus giving the Blufor one more squad over the insurgents which would be more realistic
strongly disagree. the blufor have armored vehicles with automatic HE cannons, an MBT (main battle tank) on Al Falluja, scoped weapons, medics...and so on. come on, y would you want to nerf the Iraqi insurgents or Taliban against the most powerful military in the history of the world?

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Old 02-24-2010, 04:50 AM   #9
clueless_noob

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Default Re: Revise or remove the Intel system for insurgency

Quote:
Originally Posted by snooggums View Post
Increase the time required for an unarmed kit to count as a Collaborator does for ROE to 5 minutes (ie after the kit actually disappears).
Kits stay on ground for 5 minutes because that's the maximum time a wounded soldier can wait for a medic and still being revived. It has nothing to do with ROE and it should stay that way. Being an unarmed combatant and valid target for anyone for 5 minutes is overkill.

Quote:
Originally Posted by snooggums View Post
Killing a regular insurgent gives no intel. When an insurgent is shot and drops the kit a BluFor who picks up the kit gets +1 intel. I seem to remember this being in the game at one point. What this would do is encourage clearing a group of insurgents and then checking the bodies for Intel instead of simply shooting them from far away.
I like this part, a lot. Would very effectively nerf coalition's tactic to collect intel by spawn camping main bases and force them actually search for their intel points. This would also require decreasing amount of intel required per cache as it would be impossible to search every kit.
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Last edited by clueless_noob; 02-24-2010 at 05:12 AM..
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Old 02-24-2010, 04:56 AM   #10
clueless_noob

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Default Re: Revise or remove the Intel system for insurgency

Quote:
Originally Posted by badmojo420 View Post
I dislike the picking up kits to gain intel system. It makes you defenseless while you cycle the kit
You shouldn't have gone there alone at the first place.
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