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unfrail

Insurgent Specialization Classes: Smuggler

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Sorry for the onslaught of suggestions, but I hinted at this in my last post and wanted to follow through.

 

Faction: Insurgents
Role Suggestion: Smuggler

 

Synopsis:

 

A non-combatant role, who's primary goal in game is to use acquired or assigned vehicles to travel to pre-determined locations where he can exchange resources for goods that will help his team.

 

Implementation:

 

Enable a player to adopt a role, whether assigned or voluntary, that reduces his ability to use weaponry but puts him in connection with an AI "Arms Dealer." This interaction could be as simply implemented as an occasional menu that allows the buyer to arrange the purchase of certain goods from an AI "player" at a specific location; These goods would most commonly take the form of weaponry, but could potentially include tech (NVG) or other assets. The AI player doesn't need to physically exist in the game, but that is the analog from which this idea stems.

Example Interaction:

 

t26SOPg.png

 

In this illustration, you have the typical PR AAS style layout. The average game A.O. is shrouded in yellow. There are orange boxes on the border of the map that represent possible locations where an arms-deal could take place. These locations are selected by RNG.

 

(1) When the server is ready to facilitate this exchange, the "Smuggler" gets a "phone call" (notification on screen, menu) that notifies him of possible goods for sale, the location that they can be purchased at, and the cost of purchase.

 

The Smuggler then notifies his team mid-game that they have the option to purchase a crate of 20 H&K G36 rifles and 4000 rounds of ammunition.

 

The smuggler confirms with his team that there is an interest, and acquires the funds from the Commander and a Lada hotwired from the field, and speeds off into the desert to meet on the border with the "Arms Dealer."

 

(2) Once on site, the interaction is completed, and initially could be completely automatic, but could also be some scripted AI handshake or something, but whatever. Then the Smuggler drives back to a secure location (3) and drops what essentially looks like a fire-arms crate. The firearms crate is a simple interact-able object accessible to anyone but the Smuggler, and combatants come and equip with weapons that they might find more advantageous, but that are in limited supply.

(4) Some time later the Smuggler is notified of another deal. They have the opportunity to purchase 4x Stinger Missiles. They approve the purchase, and by chance this location is a bit more risky to arrive at. They opt to take the gamble and the Smuggler speeds off with cash, and heads to the next site.

(5) Once at the new site, the exchange takes place, and they start heading back. This time however, the dust-tail in the desert gave away their operation, and they were intercepted (6) by a light Mech Inf detatchment and the goods, and the cash, were lost.

 

Caveats:

 

This is a non combatant role. Give him nothing more than a pistol, and this will prevent a person acquiring specialized weaponry solely for self benefit.

Locations would need to be random, to prevent camping from both sides. Patrolling would be inevitable, but not necessarily detrimental to game play.

Weapons would be a temporary boost in firepower to an irregular faction. Once ammo supplied was expended, there would be no more use for those weapons.

There needs to be music in the car as he drives to the exchange locations. immersion.

 

Thats it for this one.

 

Acknowledging a possibility of wandering down paths of unnecessary complication, I still find the consideration of possibilities enticing. This post would be in response to a reddit post in /r/joinsquad asking "Out of curiousity.. how will the Insurgent version of this look?" referring to this image of planned role specializations.

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I swear to god, I get an erection everytime you post a suggestion. Are you paying someone off to get these ideas?

 

As for music: https://www.youtube.com/watch?v=xcqTAyhGBfI

Music: Yes. Paying people? Maybe.

 

Anyone else thinking Lord Of War right now?

 

Yes.

 

unfrail is on a run right now... keep em comming!

 

I'm done. :P

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This is the best suggestion so far! Yes please!

 

However, I would recommend giving the Smuggler a weapon better than a pistol. If a smugglers role is as important as you say it is, they will get in to contact a fair bit. I would like to see them have the ability to fight back, rather then being a bag of meat for Blufor.

 

Maybe a bog standard AK but only with 3 mags? Capability to hit and run / retreat?

 

Otherwise I love it!

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Good unconventional idea, it would also make commanding the insurgents mean something. Commander would be in dialog with the smugglers deciding where the advanced weaponry should be placed etc.

Again, the only problem is that you might not have enough people defending / attacking objectives but doing other stuff like this instead.

Another thing to decide is how much of a bonus should this give the insurgents. Should it be vital? If the randomly generated smugling point happens to occur in a bad spot, should the insurgent team be doomed?

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unfrail unleashed... great suggestion and well written and comprehensive proposal! Same goes for your other suggestion "Asymmetric Resources, Asset Fabrication, and FOB Decentralization".

A few thoughts from me.

A) The devs don't need to implement all of our ideas - WE can implement them ourselves as Modders. Yes, we can! Soon. Hopefully. The concept of the smuggler might be a good starting point for an entirely new game mode in a mod.

B ) I am not sure if the smuggler fits well into the AAS (Advance and Secure) game mode we currently play in Squad (or maybe it will - we'll have to try and see). Maybe it fits better into something like the PR game mode INS (Insurgency - see PR manual page 13) - or an entirely new game mode, as I hinted at in A and D).

C) Because, as modders, we can implement anything, go wild with ideas now, guys!!! Have fun! Download UE4 and get familiarized with it - this will be our future best friend. Post your ideas in the forum, build on each other ideas and come up with more ideas.

D) The idea of the smuggler made me think. I would want the opposing side to also do something, not just be on the receiving end. Something like a counter-part to the smuggler/smuggling. If thought out well and balanced well, this could work nicely. Here some ideas: The opposing commander will intercept the radio message to the smuggler (see (1)), but the position of the location or the time is, maybe, less accurate. Also, maybe the opposing team/commander has to install something or do something to be able to intercept the radio message in the first place. Then, the opposing team can attempt at intercepting the smuggler and his transfer. Of course, this interception and the smuggler's options for opposition to that must be balanced - just one guy with a pistol wouldn't be fair, unless he has some stealth/sneaky options to get in and out. Maybe the smuggler has a whole squad to help him succeed. Or the game mode centers completely around the concept of smuggling and counter-actions. Ideas, ideas, ideas.

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Bit of a response to some of the thoughts in the comments above.

 

I'm all for mods, when that becomes an option. I have dinked around in UE4 a bit. If I can scrape some time together I'd probably give this a go, since I don't think it would require too many assets be created, just game/map logic.

 

I think that as the game is presently in CPA, there's not much room for any specialization roles. 20v20 means you feel that departure of players much more than the 50v50 in PR.

That said, the way I envisioned it would play out is something similar to how a Logistics player would play in PR. Essentially avoiding engagement to supply the battlefield. Due to the chance-nature of the weapons access, I wouldnt want it to become at all necessary for the win. It would be access to a new strategy, a wider flank on a still-level playing field.

 

Yeah the insurgents can get work done with their RPGs, but what if they had access to a Kornet or other TOW missiles on occasion?
AKs kill great, but some people like NATO weaponry, and it does occasionally find its way into the hands of insurgencies. Why not add an element that would facilitate some of this as a temporary benefit?

US/RUS/Conventional forces have access to a lot of assets, but so do insurgents, they're just a bit more opportunistic.

As for giving him more than a pistol, thats all compromise and balancing. But he should really be a non-combatant imo, otherwise he's not maximizing the role.

 

Fun to think about. Thanks for all the feedback!

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One problem I see with it is how people would know when these limited kits were available and how they'd be distributed. It could potentially work if each Squad had the option to have a Smuggler, then when they successfully got supplies it'd be limited to that one Squad (with alternate load-outs appearing on the spawn screens of said Squads members).

 

This concept could be made even more interesting if it extended to deployables (like after a successful run that Squad would then have a limited amount of special buildables for their FOB defenses) which could enable some arguably OP items to be placed (like Anti infantry Mines).

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im sorry, i havent read all of this yet but i would make a sugestion, why not make the Arms Dealer something like a VIP and creat a whole gamemode around it like CNC as example just instead of a Stationary target a moving one

 

Edit: Smugler could take the Role of the Insurgent Comander since the Insurgent Comander had very limited use if any in PR (only realy usable things where Waypoints and Mortar/Arty)

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im sorry, i havent read all of this yet but i would make a sugestion, why not make the Arms Dealer something like a VIP and creat a whole gamemode around it like CNC as example just instead of a Stationary target a moving one

 

Edit: Smugler could take the Role of the Insurgent Comander since the Insurgent Comander had very limited use if any in PR (only realy usable things where Waypoints and Mortar/Arty)

 

Havent thought of it that way. Would you elaborate on the concept a bit more, when you get a chance? Sounds interesting.

As for my vision of it, I think of it like snipers are currently, where there are a few players who have the opportunity to make things a bit easier for their team. But, using the Commander Role could work just as well I suppose. A lot of this would need some serious game-testing but, I think it could be a really interesting mechanic, and it would couple well with the ideas that you suggested in the PRTS thread.

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Nice idea! What do you, guys, think about mixing Smuggler's role with Trophy collector?

Light armed kit with ability to drive (only drive, he can't use weapon) any kind of enemy vehicles. If Blufor leave their vehicle on the battlefield, collector should take it and move to special zone or mainbase. Blufor lose the tickets like if the vehicle was destroyed, but Insurgents in addition gain recourses or something else.

It would be good representation of situations, when Conventional forces decide to destroy their immobilized vehicle rather tnan simply leave it on battlefield.

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Nice idea! What do you, guys, think about mixing Smuggler's role with Trophy collector?

Light armed kit with ability to drive (only drive, he can't use weapon) any kind of enemy vehicles. If Blufor leave their vehicle on the battlefield, collector should take it and move to special zone or mainbase. Blufor lose the tickets like if the vehicle was destroyed, but Insurgents in addition gain recourses or something else.

It would be good representation of situations, when Conventional forces decide to destroy their immobilized vehicle rather tnan simply leave it on battlefield.

Had a similar idea, a bit more involved, but needless to say I'm all for it :)

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Havent thought of it that way. Would you elaborate on the concept a bit more, when you get a chance? Sounds interesting.

ok, erm.. so we start a of this new Gammode, lets call it VIP or Smuggler, at the begining of the game there will be no information to the Bluefor Forces about the VIP, in that time each team can build fobs, roadblocks, hideouts etc after lets say 10 minutes the US team will get Information about a VIP in a certain area, since this VIP is moving the position get updated every minute, the accuracy of the intel is in a radius from 200-500 meters(depending on map size) when the VIP/Smuggler manages to deliver a Weapons Package to a Cache the Insurgent team scores, if the VIP gets killed or maybe even take prisoner the US team scores (where taking him prisoner gives more points, aditionaly tot hat feature i would like to see the implementation of Local Chat in bothe teams so that Bluefor and Ins can negotiate, take someone prisoner or even get information from a hostage)

in the end the Ticket system would be similar to Ins in PR where insurgents factions only lose tickets whent he VIP gets killed or taken prisoner, the VIP gets all together 5-10 respawns(balance factor which has to be found out) and the Bluefor Factions get a Normal ticket counter where deaths and Asset losses bleed tickets, yet a Killed VIP gives about 50 tickets back and a Captured VIP without killing him will give 100-150 tickets back

if the VIP stops at nearby insurgents he can arm them with new weapons and when he gets to a Cache location the whole team gets armed with new weapons

 

this is most likely going to be the Hardest game mode in the game since you need a lot of teamwork especialy on the Insurgents side and the VIP has to know what he is doing, Runing hiding yet still completing his mission.

i would also suggest something like this only with Regular armys as example US vs RU and the US team has to protect a VIP, or a Insurgents layer where the US have to rescue and protect a VIP for a certain amount of time

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I really like the idea. Why not give the smuggler as an intermediary role between the two? He goes around picking up weapons and vehicles and can resell them to either the insurgents or the Bluefor, at the cost of tickets for both sides (less for the buyer and more for the loser)? This would tie pretty well into a recovery role for the trans squads

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ok, erm.. so we start a of this new Gammode, lets call it VIP or Smuggler, at the begining of the game there will be no information to the Bluefor Forces about the VIP, in that time each team can build fobs, roadblocks, hideouts etc after lets say 10 minutes the US team will get Information about a VIP in a certain area, since this VIP is moving the position get updated every minute, the accuracy of the intel is in a radius from 200-500 meters(depending on map size) when the VIP/Smuggler manages to deliver a Weapons Package to a Cache the Insurgent team scores, if the VIP gets killed or maybe even take prisoner the US team scores (where taking him prisoner gives more points, aditionaly tot hat feature i would like to see the implementation of Local Chat in bothe teams so that Bluefor and Ins can negotiate, take someone prisoner or even get information from a hostage)

in the end the Ticket system would be similar to Ins in PR where insurgents factions only lose tickets whent he VIP gets killed or taken prisoner, the VIP gets all together 5-10 respawns(balance factor which has to be found out) and the Bluefor Factions get a Normal ticket counter where deaths and Asset losses bleed tickets, yet a Killed VIP gives about 50 tickets back and a Captured VIP without killing him will give 100-150 tickets back

if the VIP stops at nearby insurgents he can arm them with new weapons and when he gets to a Cache location the whole team gets armed with new weapons

 

this is most likely going to be the Hardest game mode in the game since you need a lot of teamwork especialy on the Insurgents side and the VIP has to know what he is doing, Runing hiding yet still completing his mission.

i would also suggest something like this only with Regular armys as example US vs RU and the US team has to protect a VIP, or a Insurgents layer where the US have to rescue and protect a VIP for a certain amount of time

 

I like this. Its like Insurgency mode, but with moving targets. I'm gunna think a bit.

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I like this. Its like Insurgency mode, but with moving targets. I'm gunna think a bit.

or a difrent aproach, give the team a Vehicle as the "VIP" or bothe, player and vehicle together where the Bluefor Team Earns more points if they destroy the car and Kill the VIP and even more when they Capture bothe alive

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Well, most of my other posts on topics involving AI I am usually against it. But if the AI is just an NPC object that doesn't do much I guess that's not bad. If it's own game mode than this would be pretty neat and unique. I like the idea of convoys and escorts and ambushes.

Although I admit, when I started reading and saw the title, I thought it was an idea for a class/role that could hijack any enemy vehicle for the other team to use in regular AAS games. Like stolen humvees for example. Buy I was unsure how it apply to LAVs, APCS or heavier armor.

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Not sure how it could be done but maybe the smuggler could 'gather' weapons from undefended enemy FOBs when he's not busy trading.

Insurgents give a call to their friendly neighbourhood arms dealer to let him know of FOBs they discover and he comes along and snaffles the bluefor resources.

If dies after recovering resources on way back to his spawn the resources are lost.

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