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#1 |
![]() Join Date: Jun 2008
Posts: 99
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I love playing insurgency on al basrah and thought up a few changes to make it feel more like a counter-insurgency operation hope ya like them:
if arresting civilians earns Intel points why not give intel points for arresting ANY insurgent? extra intel given for arresting cell leaders too. and police kits, (no I'm not asking for a separate Iraqi police faction as mentioned in other threads) in addition to standard military kits there you may spawn as the local police on insurgency maps local police may be armed with: AKs/PKMs pistols tear gas (would slow down running insurgents and causemild suppression effect) finaly: excellent dancing skills: New Iraqi Police Dancing While in Service this would give the impression of joint police force embedded in a military operation. to balance the ambusher kit and make it more fun: IEDs detonate when shot at: this would solve a lot of game play problems I've been having such as ambushers that drop IEDs around corners while being chased and encourages them to hide their IEDs better. Ambushers explode when contact with fire due to their home-made IEDs I'm talking about as molotovs, burning vehicles, and other explosions the insurgents could get enhancements like: 1. a reduced suppression effect to emphasize their fanatic nature. 2. vehicle mounted mortars 3. burning tires 4 insurgents- these tires would be HUGE truck tires and used as road blocks and would emit thick black smoke. these could be deployed like a mine; 1 at a time. 4. vehicle wrecks would only be able to be removed by high explosives or when a tank drives over them this would also help with setting up road blocks something like this: http://cache.boston.com/resize/bonza..._2375/539w.jpg http://www.taipeitimes.com/images/20...-080512-a1.jpg what do ya think about all that stuff? do you guys have any other insurgency ideas? I hope if these changes are implemented it would make gameplay more dynamic and authentic. sorry if some of this has been suggested before, I've searched as best I could. |
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Last edited by Lynx; 06-17-2008 at 11:08 AM.
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#2 |
![]() Join Date: Apr 2008
FinlandLocation: Helsinki
Posts: 207
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Re: Insurgency mode tweaks
I like the burning tire idea. It's very common sight in any insurgent/civilian related conflict area. But, AFAIK, also fanatics run and hide when being shot at, so suppression effect should stay.
And instead of separate police kit, all british knifes could be replaced by batons. So arrested peolple would not be knifed to death but knocked senseless. |
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#3 |
![]() Join Date: Jun 2008
Posts: 99
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Re: Insurgency mode tweaks
OOPs I wasn't clear enough about the purpose of police last time
I like that anyone can arrest anyone and think it would be bad if police were the only ones who conduct arrests they're ment to add more variety in terms of guns and skins to the coalition forces true! insurgents run like hell when fired on. I've seen people suggest SL proximity bonuses for conventional armies, but insurgents may get this bonus for fighting near their commander: no suppression effect the commander would be like a top religious leader similar to Moqtada al Sadr and would inspire insurgents into a fanatical ZEAL and they would ignore their own safety to be martyrs for their cause. |
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Last edited by Lynx; 06-17-2008 at 10:37 AM.
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#4 |
![]() Join Date: Jul 2007
NorwayLocation: Norway
Posts: 2,933
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Re: Insurgency mode tweaks
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Never argue with an idiot, he will just drag you down to his level and beat you by experience
Killing for peace is like f*cking for virginity I Jaymz
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#5 |
![]() Join Date: Jun 2008
Posts: 99
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Re: Insurgency mode tweaks
I like the knife replacement too
but soldiers use plastic zip cuffs not batons to arrest people they look like: ![]() and result in: ![]() and ![]() if they make the new zip cuffs then maybe they could put in a new animation arrest? it would be so cool like in swat 4 |
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#6 |
![]() Join Date: Apr 2008
FinlandLocation: Helsinki
Posts: 207
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Re: Insurgency mode tweaks
I agree that plastic zip cuffs would be the optimal equipment for arresting, but as devs are bit short of time, resources and animators, the baton would be good intermediate solution.
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#7 |
![]() ![]() Join Date: May 2008
Location: New Mexico
Posts: 165
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Re: Insurgency mode tweaks
If we go by visual representation of the IED ingame then it would not explode if shot, or if it was subjected to fire. If you look on the tube you can see it is marked as semtex, a plastic explosive that is set off by a blasting cap. Fire wouldnt cause any explosion on an ambusher, just burn him like anyone else. You could disable the IED by shooting it....but it wouldn't blow.
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#8 |
![]() Join Date: May 2006
Location: Wouldnt you like to know
Posts: 879
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Re: Insurgency mode tweaks
How about adding in a small chance for IED's to go off when setting them or make them have a longer arm time then C4 as from what I've heard most are assembled on site.
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#9 |
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PR Beta Testing Team Member
![]() Join Date: Feb 2008
United States of AmericaLocation: California
Posts: 464
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Re: Insurgency mode tweaks
I have had ieds go off randomly killing team mates on basrah. And yea they should have longer arm times than c4.
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#10 |
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PR Beta Testing Team Member
![]() Join Date: Jan 2008
IrelandPosts: 792
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Re: Insurgency mode tweaks
I wasnt in Iraq, but as far as i know the IEDs are extremely unstable. Whats with that, were insurgants using unstable ones and stable ones? and if thats the case, whats best for gameplay, stable ones that are deactivated by being shot rendering them broken, or unstable ones that when you shoot them, meddle with them, or mallest them in any way they explode. Personally, i think it would be a great gameplay tweak to have them blow up in your face if you were to try and deactivate them by hand (with the exception of an engineer, with a bomb disposal kit instead of a wrench or somthing silly like that, which i have suggested in the past.)
Tire-fires and thick black smoke, a brilliant consept for any new insurgancy maps or current ones, imo. But i think they should be deployed in the same way the other forces deploy assets. Instead of a CP they have a central Cache as the equivilant, and tire-fires, IED trip-wires and road blocks. As always, there is a major issue of maintaining a certain amount of deployables and statics per map, you got to consider also the work involved. but a tire-fire mightnt be so difficult as its just a bunch of tires in a pile of debris and a couple of shader effects. But in every release theres a severe amount of calculation done, so be aware of the amount of frustration the Devs have to deal with. Cool ideas, except for the Dancing bobbies. Cop-on-to-yourself. |
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