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.
![Image](http://img149.imageshack.us/img149/8066/insrgcacheiy4.jpg)
6. More kit variety for the insurgents.
![Image](http://img231.imageshack.us/img231/4324/insrgkitssi1.jpg)
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.