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Old 11-10-2007, 08:29 AM   #1
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Insurgent mode change with death zones

By adding death zones around roads and compounds for allied troops only, we could simulate the reality of insurgents firing (mainly innefectually) but unseen into the allied positions.

Wooded areas and trenches 100-200m around the death zones would provide the means for the insurgents to move around and attack from various directions without being seen hoepfully (except by good spotters putting themselves at risk of incoming fire.)

The insurgents would be able to traverse the whole map, which will allow them to 'regroup' their forces and attack from different directions (giving the allied troops the feeling of encirclement and inevitability)

The possible use of artillery, mortars, etc against trenches and wooded areas will provide some interesting and exciting ingame effects.


This idea should hopefully counteract some of the inbalance insurgent forces feel on Helmand, maybe even increasing insurgent deviation global at the same time might be one way to balance further.


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Old 11-10-2007, 09:11 AM   #2

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deathzones are the zones where you bleed out/ get shot automaticly ,right?
In my oppinion insurgents are still have a pretty big disadvantage compared to the other factions, but i really don't like this idea.

If you set deathzones around treches how can people take cover there? it is that you can never take cover around roads. It takes no skill from the insurgents what so ever.

What i think should be done to even make the insurgents more balanced/ realistic is up the blast radius/explosive of the cv (IED) like 10 times.

http://nl.youtube.com/watch?v=B_PsyfHhEx4

I think it's great that you use such creative thinking to solve things but i would not want to see this implemented.

Yours sincerely,
macho borrito

Into the proces of becomming a Groundtroop officer
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Old 11-10-2007, 09:26 AM   #3
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The trenches here are the created and sun dried natural cracks in the ground that insurgents are frequently using in real life to slowly and safely creep up to allied bases, to let off a few rockets. This is done all the time in the combat zones. It is amazing that these guys have the bottle to do it really.

My bro was flash blinded temporarily once when the base he was in was hit by 7 x rpg's in quick succession. (6 flew in, then a pause and he and a couple of his officers ran out to check for wounded at the vehicles that took most of the rpg's and another hit the building he was about to climb out of and the flash stunned him. Then running out a 19 year old lad on a roof gpmg fired on him in his back, luckily missing! the sergeant major on the roof pulled the lad off the gun! hard to imagine a 6'8" insurgent in british fatigues really)

For insurgents to get within accurate fire distances of bases needs that representation that will be enforced by death zones, woodlines and trench systems.

As I say, those who played JO and especially JO:Reality for a long period will recount the base defence and convoy maps made that were so much fun, so hectic and uncompromising.


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Old 11-10-2007, 09:42 AM   #4

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I saw a vid on liveleak where the insurgents were firing unchambered artillery shells on the allied base, he had them all on fuses set into trenches at an angle.

The allies returned fire very quickly and accurately but no one was there to hit, except for the video camera the insurgent left behind and it was fine

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Old 11-10-2007, 10:01 AM   #5
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The fact that our troops sit there in defensive position, hammering where they believe the enemy to be with mortars, arty and bombs, but are initially unable to go to the enemy location, belatedly finding the insurgents have pulled out the dead bodies leads to a midset where the allied forces are feeling overwhelmed at times by smaller, less trained troops.

Traditionally a western army cannot win in a guerrila war.

Anyone who has done any FIBUA training knows the intense adrenalin and panic of enemies appearing and disappearing in doorways and windows. The fact you cannot just walk out into the open, the need for cover whilst fire comes in from apparent nowhere.

The experience is the core of the gaming. From that time we first played PR with all the effective rounds, the altered sounds making for excitement. The map routes are always changing for the needs of AAS2, maybe now we need to introduce other elements dictating routes, that are based on simple things such as the addition of death zones preventing one sides movement, with respect to landscape features. Plus the introduction of real world experiences that provide more excitement.


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Old 11-10-2007, 10:09 AM   #6

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Actually I quiet like this idea.
I've had some great games in JO with a similar game mode.
My question is:Would the British tickets bleed conitously?


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Old 11-10-2007, 10:14 AM   #7
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The only death zone I'd personally like would be a small one around or inside the VCP on Al Basrah, allowing the British to organize raids from there. As far as I can tell, against an organized Insurgent team, the majority of the city is effectively a death zone if they stay in one place for too long.



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Old 11-10-2007, 10:15 AM   #8

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On the present basra the only way insurgents can win is by invading the britsh base

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Old 11-10-2007, 10:24 AM   #9
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Quote:
Originally Posted by LekyIRL View Post
Actually I quiet like this idea.
I've had some great games in JO with a similar game mode.
My question is:Would the British tickets bleed conitously?
An artifical timer that would make the insurgents push to drop the british tickets as fast as possible, to step up the intensity of gameplay where they have so long before they experience ticket bleed to get the job done?

The British wouldn't need a bleed because the onus of the game mode would be to fight off the enemy, they aren't to go out and achieve something.

Of course, unless a timer to bleed is set because the Brits had to go out along a path and destroy an enemy assets, such as an RP/base that supplies the insurgents with spawning/ammo, or a pesky AA site that is harrassing allied aircraft? But of course then, if teamplay is unbalanced due to players, or if the mapper gets it wrong then that could ruin the gameplay for eveyone. There were JO:R coop maps where you had to leave the base and go across open terrain through enemy spawning locations, grab a buggy and then drive to capture a site that would allow spawning to carry on and take others, thuis winning the round. It proved almost impossible to reach the first site. Can you remember them?


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AH man, sarcasm is so hard to get across the web, even if we are both british
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Old 11-10-2007, 02:38 PM   #10

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Liking it.

I rock so you don't have to.
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