What is your suggestion? A: JUST TO CLARIFY it is very late and this might be a terrible idea, I'm very tired while posting this
Scouting as it stands is very boring, frankly, I don't find much use of it, I believe instead of sticking to borders, you should be able to enter all non-building/CL-0 areas of the base, you may confuse this with infiltration on occasion, but the difference is infiltration can enter all CL areas usually, and for a specific purpose, you see, it'd be funny to be hiding in a bush as a recon and try to sell meth to a union, I'd enjoy this and it wouldn't really hurt anyone, just more reason to actually scout. Oh yeah, and it'd kinda help for seeing if the enemy is in db or spawning vehicles I guess.
How would this benefit the server? A: funny recon selling drugs to unions.
Stuff;
Scouting - Entering enemy SPAWNCAMP borders to look around. Cannot attack, must leave if spotted. (Scouting players cannot enter Base Borders)
Infiltration - Ignoring ALL enemy borders to complete specific objectives. Has specific rules for specific objectives, such as the Assassination Cooldown.
I think if you're gonna change Scouting rules they shouldn't touch infiltration rules, but I think that allowing people on Scouting missions to enter the entire enemy base BUT keeping the "must leave if spotted" clause is a good idea.
(29 Apr 22 at 4:54pm)[DEFN] Aithead Wrote: Stuff;
Scouting - Entering enemy SPAWNCAMP borders to look around. Cannot attack, must leave if spotted. (Scouting players cannot enter Base Borders)
Infiltration - Ignoring ALL enemy borders to complete specific objectives. Has specific rules for specific objectives, such as the Assassination Cooldown.
I think if you're gonna change Scouting rules they shouldn't touch infiltration rules, but I think that allowing people on Scouting missions to enter the entire enemy base BUT keeping the "must leave if spotted" clause is a good idea.
I think that recon should be able to enter base borders but not go inside any buildings, so that they would have to rely on their climbswep to get to positions that would allow them good coverage but also would reduce their chances of being spotted.
It's really not a matter of entering buildings so much as it is entering CL1/Zone 2 Clearance areas. For example, on Outlands, the entire Rebel or Combine bases within the walls are CL1/ZC2. There's not much of a difference between the two because very few buildings there even have more than a CL1 sign.
Alternatively maps like C13 have the Combine base as almost entirely indoors.
(29 Apr 22 at 4:54pm)[DEFN] Aithead Wrote: I think if you're gonna change Scouting rules they shouldn't touch infiltration rules, but I think that allowing people on Scouting missions to enter the entire enemy base BUT keeping the "must leave if spotted" clause is a good idea.
i 100% agree with this. i'm okay with recon/cross and mace/su having their differences, but scouting as it stands is very boring and doesn't add anything unique to gameplay
Partially accepted pending approval from divisional COs
Clearance levels are inconsistent on a map-by-map basis and basing scouting off of them is stupid. Selling meth to unions kinda goes against the idea of scouting but I like Ait's idea to allow scouting units to go wherever as long as they exfil upon being spotted.
Assuming CROSS/RECON COs are cool with that, it'll be in the next MOTD revision (meaning it'll never see the light of day)
Locked/Moved
A: RECON SSGT Marley
Discord Username:
A: Magic Man Marley#5428
Steam ID:
A: STEAM_1:1:67173565
What is your suggestion?
A: JUST TO CLARIFY it is very late and this might be a terrible idea, I'm very tired while posting this
Scouting as it stands is very boring, frankly, I don't find much use of it, I believe instead of sticking to borders, you should be able to enter all non-building/CL-0 areas of the base, you may confuse this with infiltration on occasion, but the difference is infiltration can enter all CL areas usually, and for a specific purpose, you see, it'd be funny to be hiding in a bush as a recon and try to sell meth to a union, I'd enjoy this and it wouldn't really hurt anyone, just more reason to actually scout. Oh yeah, and it'd kinda help for seeing if the enemy is in db or spawning vehicles I guess.
How would this benefit the server?
A: funny recon selling drugs to unions.
Scouting - Entering enemy SPAWNCAMP borders to look around. Cannot attack, must leave if spotted. (Scouting players cannot enter Base Borders)
Infiltration - Ignoring ALL enemy borders to complete specific objectives. Has specific rules for specific objectives, such as the Assassination Cooldown.
I think if you're gonna change Scouting rules they shouldn't touch infiltration rules, but I think that allowing people on Scouting missions to enter the entire enemy base BUT keeping the "must leave if spotted" clause is a good idea.
Ancient GRID CmD, prior SU Major/GB COL.
Credit to SEVIN.
I think that recon should be able to enter base borders but not go inside any buildings, so that they would have to rely on their climbswep to get to positions that would allow them good coverage but also would reduce their chances of being spotted.
Alternatively maps like C13 have the Combine base as almost entirely indoors.
Ancient GRID CmD, prior SU Major/GB COL.
Credit to SEVIN.
i 100% agree with this. i'm okay with recon/cross and mace/su having their differences, but scouting as it stands is very boring and doesn't add anything unique to gameplay
Clearance levels are inconsistent on a map-by-map basis and basing scouting off of them is stupid. Selling meth to unions kinda goes against the idea of scouting but I like Ait's idea to allow scouting units to go wherever as long as they exfil upon being spotted.
Assuming CROSS/RECON COs are cool with that, it'll be in the next MOTD revision (meaning it'll never see the light of day)
Locked/Moved