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Showing results for tags 'insurgency'.
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Well. I am sure it got already reported but I would really like to have the 24/7 Insurgency servers to have ONLY INSURGENCY... and not A.S.S or PASS logar as example. Which mean that the rotation needs to be Logar Night / Dawn / day + Kohat / Dawn / Day Insurgency 24/7. ============================================================================ While being at it from my post for the Forest map (http://forums.joinsquad.com/topic/6940-forest-map-ideas-feedback/) It will be quite &*!"%/*!&"/?&*! nice to have insurgency on Forest! :D . I understand it will be a cluste*"/$"/$ but it would be a different gameplay in overall. In case, here's a few cache locations you should implement if you do so: http://imgur.com/8lNAYs0 Sry for my superb talent artirst. However, if we implement more assets, well you can put caches in the villages as example. My 2 cents.
Image depicting a squad's cache and workshop, surrounding limited spawn-points (observe how one has zero spawns left), a civilian and his nearby home, a disgruntled civilian and his hideout, a weapons dead-drop. Non-combatants Civilian homes Insurgent officers Caches Workshops Hideouts Insurgent Spawn points Weapon/Ammunition dead-drops Victory conditions Blufor wins if all insurgent team tickets reach zero, or if all insurgent spawn points reach zero spawn tickets. Insurgents win by depleting all Blufor team tickets, or if the match runs out of time.
So here's a technical question for you Tactical FPS vets out there. When you install and play these FPS games, do they cause any internal system conflicts? DLL errors, etc. Just wondering what challenges I need to be aware of before installing games like PR 1.3, Insurgency, Tactical Battlefield, etc... Thanks in advance.
OVERVIEW: This game mode is comprised of two distinct phases: Phase 1: The "Build and Recon" phasePhase 2: The "Attack and Defend" phase A conventional faction is tasked with establishing bases in pre-determined Areas of Operation under a time-crunch and with limited resources. During this process, the indigenous and non-conventional insurgent faction is free to move, observe, but not aggress. They use the time the occupational force is building to plan attacks, and to bolster their attack capacity with scavenged resources. Once a specified time has passed, the insurgent cell goes active and begins to assault the FOBs in any desired order. Time, not life, is limited, and they recieve bonus time for each FOB reduced. If all FOBs are destroyed the insurgency prevails, otherwise the Conventional force is the victor. Phase 1: Build and Recon. Conventional Faction's Goals: Primary: Choose a location in each assigned AO to establish and secure a FOB with the intent to defend it against attack. Secondary: Eliminate available resources encountered on the battlefield that could be salvaged and used for enemy weaponry. Non-Conventional Faction's Goals: Primary: Observe the movements of the newly arrived occupational forces to discover where and how they establish their FOBs, devising methods for future assault. Secondary: Scavenge available materials littering the fields (Cars, Barrels, Guns, etc) to fabricate weapons that will aid in the large-scale assault of enemy fortifications. Further Explanation of Phase 1: Phase 2: Attack and Defend Phase Conventional Faction's Goals: Primary: Maintain the establishment of a qualified FOB in the presence of at least one AO by the end of the game. Secondary: Maintain all established FOBs to reduce the time allotted for attacking. Non-Conventional Faction's Goals: Primary: Destroy ALL enemy FOBs to rid the map of occupational forces Secondary: Destroy an Enemy FOB to gain additional time for attacking. Further Explanation of Phase 2: Terrain: Map Sample Layouts: Ex 1: Structural Sequester. Defense forces opted to place their FOBs based on existing available structures, and optimized logistics flow. Ex 2. FOB Cluster. Defense forces opted for close proximity FOBs, sacrificing optimal structure for optimal support capacity. Further Considerations:
Hey guys, I am just wondering, if we can expect old PR-Gamemodes like "Insurgency"(The one where you had to blow up the weapon caches). It was besides "AAS" my favorite Gamemode. We had Base-building in PR, but by far not as advandced as it will be in Squad, how will that influence your Gamemode choices and maybe bring new oppertunities for other gamemodes? Secound thing. Naval combat. It wasnt a huge thing in PR and helicopters are the last stretchgoal at the moment, so ships are probably far away. But still. Is there anything you have in mind, maybe out of transportboats
Hi all, Some of you may know me from over the last 7 years since PR 0.5 when I started playing the mod and I'll hedge my bets that a lot won't, thanks to an influx of fresh interest and new players that Squad has undoubtedly generated - It's great to see you all, as much as it's great to see some fellow clingers-on of PR still keeping this amazing genre alive and worth continued development. My thanks to the DEVs for creating this whilst not abandoning PR. I last checked in on Squad in mid-January but with the recent appearance of a Jackfrags gameplay video on YouTube showcasing impressive progress in such a short space of time I thought I'd drop by the forums and see what's new. It lead me to see the PR 1.3 feature video, which was nice; seeing as how watching Jack's video has made me decide to take a break from my other games and boot PR back up again once I return from my weekend away (I'll see you on the battlefield)! I'm glad to see this game going from strength to strength, but after just a short stint of browsing the forum I'm sensing an undercurrent of unpleasant elitism towards a new player base as well as the comparisons they draw and the suggestions they bring, in a similar vein to the threads when PR 1.1 was set to release and instead of embracing the inevitable influx of new players to take under our wings and show the ropes to in the same way we would have been as new players, people made noise like it was the end of days, or going to be a tactical disaster like that hilarious video from Muttrah v1 when the new helicopter mechanics were added in, all over again - there was talk of locked squads and the like. An "us and them" mentality, if you will. I can see it festering under the surface here, too - and it's not encouraging for a game genre based first and foremost on the teamwork and trust of a large number of strangers. New players supporting the global player base should be celebrated, not shunned - do we really want to become the Wildstar community, who despite risking their beloved and relatively new MMO becoming free-to-play due to it's low player base and poor revenue performance, disdainfully refer to new players that can't devote themselves to its steep learning curve and hard-core raiding mechanics as "filthy casuals"? Please think about the type of community we want to promote and foster in this new era of an overlooked gold mine genre every time you post. Welcome new players with open arms, embrace them and nurture them to love this game as many of us ourselves were with PR. Treat everyone with courtesy, and by all means disagree with suggestions and promote lively and challenging dicusson and debate, but do so with respect for other people to harbour different views than your own. Let's make this community and game exceptional.
It would be pretty cool if the insurgencys had a squad who install IEDs (Improvised Explosive Devices) aka road side bombs to blow up tanks, trucks, cars etc from the muricans. I know that IEDs have played a big roll in the war against the taliban, nearly all the soldiers killed in afganistan were killed by IEDs. Also mines would be awesome, and ofc a squad role dedicated to checking paths and roads for mines. Im really excited bout the game. It looks awesome so far, cant imagine what its gonna look like, keep up the good work! Cheers
Does: Insurgency Infantry Combat Fluidity, sounds and awesome weapon models and animations + PR: BF2 Squad and Commander interface, comms, Kits, assets deployment, resource management and Game Modes + ARMA 3 Realistic Locations, map sizes, Ballistics and Inventory sistem. + BF3/4 Vehicle Combat, destruction, weather effects and General Level of Detail = SQUAD? Could this the magical formula for the Best Tactical FPS of all times?