So, how about a First Person Shooter, Warfare Simulation and Top Down Strategy game utilising your skill at arms, your tactical mind and overall cunning. A game that challenges you to work with and rely heavily upon your teammates. A game that drives you to become the best with what ever role you play?
How about a game that rewards the whole team for their victories even the smallest, holding off an assault on your defended flag? Storming an enemy stronghold or even just sitting on the sideline providing support fire?
A method of limiting the amount of fools joining squads to grab that sniper and then leaving? A way to use your cunning to your advantage and counter the enemy with superior firepower or tactics or BOTH!
Want more diversity in weaponry available on the battlefield but don't want the battlefield to be too overcrowded with assets?
Just been destroyed in your tank and feel like ragequitting because of the wait?
Welcome to Advanced Battle Deployment (The only name I could think of)
Initially the whole idea revolves around a currency system that will be used by the commander to equip his/her team better. This currency as far as I can see would be best used in the form of tickets. Using tickets a commander would be able to buy and sell assets for tickets, purchase new kits for use on the front lines or even spend them on calling down Area Attacks.
How it works
Based upon your teams overall performance ingame you will be able to purchase new weaponry to deploy tot he battlefield. using a form of currency in this case, tickets. You can determine how the battle weighs out through yourselves and your items available.
Maps may last longer or shorter depending on the overall battle, if you're locked in a fierce stalemate or pushing your way through the enemies defences like a flaming chainsaw through butter.
Victories such as capturing flags will give funding to further advance your march to glory as will destroying enemy vehicles and infantry. However pushing too hard against a well fortified area could suffer large casulties and cost more than the funds gained. Another approach may be beneficial. How you proceed is your choice.
The commander themselves are central to the whole idea working. Without a commander a team cannot function and hopefully the introduction of this method will inspire those to take up that role with their advanced leadership.
The commander would still command the enitre battle from their Command Post. Now in this post we already have the map screen activated by using the CapsLock or Home Key as defaults. What I would like to see initiated is 2 more screens activated by using the X and C buttons respecively as default.
The X key showing Infantry Kits and the C key showing vehicles available
Both of these screens will show a screen showing infantry weapons and vechicle assets in the form of icons, each icon showing a visual representation of the asset (See below) this will also show a name for the item in this case Main battle Tank and there we can see the commander has deployed 4 of these to the teams control bu has a further 8 that were purchased and are waiting in Reserve. This will also show the overall cost of the vehicle, this Main battle Tank costs 30 tickets to buy and hold in reserve.
(Please excuse my photoshopping, was in a hurry)

Now let's say the commander wants to purchase yet more tanks as he's a bit of an Armour fanatic, all he'd need to do is check his funds available, in this case tickets.
Once he's made his choice for the goodof the team we hope, he just needs to select the icon and this will allow him to 3 options. Buy / Sell / Deploy. Buying moves the tank into your reserves, Selling a tank will deplete 1 tank from your reserve and give you a % of the value back, only Reserve items can be sold. Deploying takes the tank from the Reserved state and it will spawn at one of the available spawn locations.
Summary
In short for this section the commander gains a new ability to both see how many assets are deployed and do a little more management for their team. This puts the commander overall incharge, he can select when vehicles are to be deployed allowing him to choose which squad can use the asset. He can also buy and sell based on the intelliegence he receives.
Starting Up
All players spawn in at their respective points whether it be at forward locations or at the main base. There will be basic assets available to begin with but kits will be completely limited except for your default spawning options i.e. Medic, Rifle, specialist, saw, officer.
Basic vechiles available will be 4 com trucks and 2 logistic trucks
the 4 com trucks alone giving room for transport of 32 infantry units.
The commander can then decide if he wishes for the team to advance as infantry or to give them further weaponry and vehicles subtracting from the basic starting amount of tickets.
Currency
Initial Layout
Each map starts with a set number of tickets determined by the map's creator. Thusly allowing for the commander to start his team off with basic weaponry and enough tickets for the battles to commence.
Aquiring Funds
As the battle rages throughout the map and your team strives toward victory through your cunning your funds will raise with every kill and every strategic point aquired.
Every vehicle your team destroys guarentees you a better chance toward victory.
This would work in this sort of ratio:
Infantry = No ticket Gain
Boat = 1 ticket gained
Light Vehicles (BDRM, FAV, Rover, Humvee) = 3 tickets gained
Command Truck = 4 tickets gained
Logistic Truck = 4 tickets gained
Transport Helo = 5 tickets gained
APC / AAV = 6 tickets gained
IVF = 8 tickets gained
Main battle Tank = 10 tickets gained
Attack Helo = 12 tickets gained
Jet Fighter = 20 tickets gained
Bomber Jet = 30 tickets gained
Loss of a FoB = 15 tickets gained (only once completely destroyed, no foundations remaining)
Taking a strategic Point / Flag = 50 Tickets gained
Buying
Initial price guide for initially buying a reserve asset.
Assets;
Boat = 3 Tickets
Light Vehicles (BDRM, FAV, Rover, Humvee) = 5 Tickets
Command Truck = 18 Tickets
Logistic Truck = 12 Tickets
Transport Helo = 15 Tickets
APC / AAV = 20 tickets
IVF = 25 Tickets
Main battle Tank = 30 tickets
Attack Helo = 40 tickets
Jet Fighter = 45 tickets
Bomber Jet = 50 ticket
F.O.B (cost to build) = 25 tickets
Kits
Rifleman = 0 tickets
Specialist = 0 tickets
Medic = 0 tickets
Officer = 0 ticket
Marksman = 4 tickets
Sniper = 5 tickets
Combat Engineer = 6 tickets
LAT = 6 tickets
Anti-Air = 8 tickets
HAT = 10 tickets
Area Attacks
Mortars = 50 tickets cost
Artillery = 75 tickets cost
Jdam = 100 tickets cost
Loss of funds
As the battle begins you'll notice your tickets start dropping. This could be at an alarming rate if your team has a lack of communication.
Each death will count against you, each loss of a vehicle or even the loss of a FoB.
Now these losses will add up. 6 infantry units in a boat and the boat is destroyed killing the passengers? That's a loss of 6 inf at the rate of 1 ticket each and a boat at 2 tickets. So far that's 8 tickets! What if you had some specialist kits. A HAT for example would take that up to 12 tickets lost, an officer and a SAW too? All together that would work out as 15 tickets lost from a squad and a boat going down.
Loss of funds would work within this sort of ratio;
Infantry = loss of 1 ticket
Boat = loss of 2 tickets
Light Vehicles (BDRM, FAV, Rover, Humvee) = loss of 3 tickets
Command Truck = loss of 3 tickets
Logistic Truck = loss of 5 tickets
Transport Helo = loss of 7 tickets
APC / AAV = loss of 8 tickets
IVF = loss of 10 tickets
Main battle Tank = loss of 12 tickets
Attack Helo = loss of 15 tickets
Jet Fighter = loss of 20 tickets
Bomber Jet = loss of 25 ticket
Loss of a FoB = loss of 20 tickets (only once completely destroyed, no foundations remaining)
Kits
LAT = 1 additional ticket lost
SAW = 1 additional ticket lost
Combat Engineer = 2 additional tickets lost
Officer = 2 additional tickets lost
Sniper = 4 additional tickets lost
HAT = 4 additional tickets lost
Summary
Within this section you can see the values assigned to each asset for both teams. As the battle sways toward victory or defeat you'll notice tickets drop or rise rapidly. Each item will be assigned to those who know how to use it. A commander will sharp learn that if Player Coolkid666 crashes a Jet before takeoff not to allocate to him again.
People will be more recognaised for their victories in clearing flags or destroying enemy strongpoints.
Area attacks can now be used in rapid succession. Say if you just called down a Artillery strike on a certain area and then another squad sees a location of 3 enemy tanks and a FoB another artillery strike can be called for the cost of tickets.
Artillery will no longer be used in vain as the overall cost may exceed the benefit brought about through their use so it's at the commanders disgression if he chooses to use this.
Commander Scoring for a fair resolution
Commander's score would be the overall ticket amount including the value of all assets in Reserve. Got a terrible commander? You'll notice it on the score board. Got a tactical genious and management God who kept communication flowing smoothly between all squads? You'll see it on the scores, you'll remember who commanded, you'll want them to do it again and you'll aspire to do the same.
Problems and Counter measures
Now, people will state most likely immediatly state. "THIS WILL BE ABUSED, PEOPLE WILL HAVE 32 BMP'S"
Which is why to counter this the map creator only needs to add a Deployment Area, for example MBT (main battle tank) Deployment Area (DA) within the creation of the map. This will serve as a limit of that asset you can have.
The way it will work is that each DA will be numbered. This will mean that for the MBT DA there's 4 of them. For each tank that is deployed it will be allocated to the DA. The DA then becomes inactive until the tank assigned to that DA is destroyed. This will then allow for another to be brought from reserves immediatly.
So let's say on Kashan the mapper updates it to allow for 6 tanks, 4 APC's, 4 trucks. 2 jets etc.
Another issue might be that somebody will bring up the issue "BUT YOU'LL GET 32 PLAYERS WITH HAT'S!"
Well, based on the cost of these items a HAT will cost 10 tickets. If the command really wants to waste 320 tickets on HAT kits then that's his choice isn't it? Get your command to buy a Jet or a Attack helo and gun them down. In total you'll waste
320 + 128 + 32 = 480 of their tickets
320 for the kits, 128 for cost of losing kits. 32 for the amount of players killed.
"I just wanna go snipe things, I don't care about the rest of the team"
You're playing the wrong game then.
"What if I want a tank but the commander doesn't give it to me?"
Ask him why and find out why he wont allocate it, if he gives a reason then don't question his motives, he may know something you don't. Just move along and follow orders, grunt!
"Why does everything have a value?!"
To help teams prioritise targets, rather than going for the most kills they'll go for the more valueable items.
"Why did you price them in this order?"
In order of damage they can deal when used correctly as well as ability to avoid being destroyed.
"Why multiple arty strikes?"
Why not?
Do you really think the developers will put this in?
Nah, I doubt they will, but I'm tossing the suggestion forward, after all suggestting something doesn't do damage. It's not like this suggestion ran over your dog. So don't flame me for it
Besides, even if they jsut incorperate a small part of this then that would be intresting to see.

