[Gameplay] Insurgency updates

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dbzao
Retired PR Developer
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[Gameplay] Insurgency updates

Post by dbzao »

Here are some updates to the Insurgency game mode we are working on.

WIP

1. If all 3 caches are revealed, the coalition stops gathering intelligence points. The gathering continues once a cache is destroyed and a new one is available. This will stop the instant revealing of caches we have seen in v0.8, that didn't give a chance to the insurgents to organize a defense.

2. Once the coalition receives enough intel to reveal a new cache, the insurgents will know it 3 minutes in advance. This change in addition to the first one will give enough time to insurgents to move and prepare for defense.

3. Civilian collaborator squad leaders can deploy hideouts.

4. Coalition soldiers that kill collaborators outside of the ROE will get their positive score zeroed out + the current penalties. Same thing will happen if an insurgent destroys a weapon's cache.

5. The new Al-Quds RPK will be available at the caches in addition to the RPG and PKM.

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6. More kit variety for the insurgents.

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7. If the coalition loses a vehicle, the team loses tickets. This was already in v0.8, but updated to be -10 tickets to tanks/apcs/jets/helicopters, -5 tickets to jeeps/trucks and -3 tickets for static defenses hmgs/aa. This was standarized and added to all game modes. Insurgents don't have these penalties.


In v0.85 the Taliban faction will be properly added, being a faction on its own. It will be closer to the Militia then to the Insurgents in terms of rules and gameplay dynamics: deployable assets, rally points, kit request, etc. This faction will be featured on Afghan maps (Korengal Valley, Operation Archer, etc) leaving the more urban maps in Iraq to the Insurgents (Al Basrah, Ramiel, etc).

The main game mode for the Taliban will also be Insurgency, but allowing more flexibility and deployment to other game modes like AAS, Command and Control, etc.
Last edited by dbzao on 2008-12-07 16:36, edited 1 time in total.
Outlawz7
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Re: [Gameplay] Insurgency

Post by Outlawz7 »

OMG THE G3A3 IS BACK!

I declare this the most awesome thread of the month!
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Outlawz7
Retired PR Developer
Posts: 17261
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Re: [Gameplay] Insurgency

Post by Outlawz7 »

Forgot to ask: will there be a separate journal thread on the Taliban faction?
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Rudd
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Re: [Gameplay] Insurgency

Post by Rudd »

yay, love every word :D
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Rangu
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Re: [Gameplay] Insurgency

Post by Rangu »

Woot! :D
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
pclipse_teh_owner
Posts: 440
Joined: 2008-01-20 15:07

Re: [Gameplay] Insurgency

Post by pclipse_teh_owner »

Is that an AKS-74 i see??
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chimpyang
Posts: 237
Joined: 2008-03-16 23:10

Re: [Gameplay] Insurgency

Post by chimpyang »

IS that a claymore with the sapper kit?
motherdear
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Re: [Gameplay] Insurgency

Post by motherdear »

woot woot, my decryption was right, hell yeah. and great work devs. but can we get a comment on how the new ticket loss works for the gameplay, i guess you guys have tried it but it would be interesting to know. also how much damage does grenades and similar do to machinegun nests and hmwwv's at the current moment (in regards to being able to gain the tickets by destroying them) it takes ages to destroy a nanjing with handgrenades for example at the current time.
motherdear
Retired PR Developer
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Re: [Gameplay] Insurgency

Post by motherdear »

great work devs.
Benvoilio99
Posts: 75
Joined: 2008-11-24 11:36

Re: [Gameplay] Insurgency

Post by Benvoilio99 »

Nice! Looking forward to playing with those new toys now :D
sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: [Gameplay] Insurgency

Post by sakils2 »

THIS made my pants sticky... :(

But, AWESOME!
masterceo
Posts: 1914
Joined: 2008-08-25 23:00

Re: [Gameplay] Insurgency

Post by masterceo »

devs can't hear you guys over the sound of how awsome they are

just one question: no underslug GL for cell leader anymore?

Priby:Why cant i be norwegian?
H.sta:becouse we are a specially selected bunch of people created by god to show how awsome mankind can be
McBumLuv
Posts: 3563
Joined: 2008-08-31 02:48

Re: [Gameplay] Insurgency

Post by McBumLuv »

Now, THIS is insurgency!

Awesome work, I'm suddenly having a huge craving sensation to play insurgent.
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sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: [Gameplay] Insurgency

Post by sakils2 »

EDIT.
sakils2 wrote:THIS made my pants sticky... :(

But, this is AWESOME!
gazzthompson
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Re: [Gameplay] Insurgency

Post by gazzthompson »

epic
Spec
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Re: [Gameplay] Insurgency

Post by Spec »

CLAYMORE!? Explain. Pls. Or is it that booby trapish ammo boxish thingie?

Great job anyways.
=Romagnolo=
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Re: [Gameplay] Insurgency

Post by =Romagnolo= »

sweet
[R-DEV]OkitaMakoto:"Cheers, you're the man, Okita"
[R-DEV]Rhino:"I in fact got kicked from a server for tking."
Hitperson:"well done, treasure it forever."
[R-DEV]Adriaan:"Damned classy Roma, if I may say so."
[R-DEV]Chuc:"Pro man, pro."
(yes, it was about me)
[R-MOD]BloodBane611:"Romagnolo, you definitely deserve a LOL award for that."
Scot
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Re: [Gameplay] Insurgency

Post by Scot »

Hmm, not sure about the G3, but will have too see how it plays :)
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sakils2
Posts: 1374
Joined: 2007-07-14 23:15

Re: [Gameplay] Insurgency

Post by sakils2 »

I think that G3 was added to give some opportunity for the INS at long range firefights. (DOOOH)
QUESTION(a silly one). Will claymores and IED's have a different detonator? (I know it is a silly question)

And again- THIS IS AWESOME! Luv ya DEV's!
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