Advanced Battle Deployment (ABD Game mode)

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fullkontact
Posts: 52
Joined: 2008-04-04 13:53

Advanced Battle Deployment (ABD Game mode)

Post by fullkontact »

I suggested this a long while ago, but I've tuned down the suggestion to make it a bit simplier and removed some of the more silly ideas.

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)
Image

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? :P if you have a few hundred tickets to spare, why not bray hell out of them with a few arty strikes?

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 :P

Besides, even if they jsut incorperate a small part of this then that would be intresting to see.
fullkontact
Posts: 52
Joined: 2008-04-04 13:53

Re: Advanced Battle Deployment (ABD Game mode)

Post by fullkontact »

Now the case may be that NONE of this is possible on the BF2 engine. if not, bleh :P
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: Advanced Battle Deployment (ABD Game mode)

Post by Wicca »

Yah.... Just like fullkontact.

But it would make the Commander post alot more interesting.

I want to see what the devs have to say about this?

Cant it be done? Like that... Erm... Gmod? or whatever? No... I cant remember the name of that mod. You can place anything ingame.
Xact Wicca is The Joker. That is all.
R.J.Travis
Posts: 707
Joined: 2007-12-09 21:27

Re: Advanced Battle Deployment (ABD Game mode)

Post by R.J.Travis »

I was reading your thread and my dog, got out and was ran over ):! lol had to type that.

I'm glade you took the time to put a full idea forward and not just a full thought.

I like the idea could work very well you seems to have a FPS and RTS in the BF2 world going on here.

I really can't see why it would not be possible would take allot of coding testing and balancing but over all I would like to see what a [R-DEV] has to say about the Idea vs the gain & time spent getting it working.
Twisted Helix: Yep you were the one tester that was of ultimate value.
LeadMagnet
Retired PR Developer
Posts: 1372
Joined: 2007-02-09 20:11

Re: Advanced Battle Deployment (ABD Game mode)

Post by LeadMagnet »

It's been discussed before and would be very interesting if implemented properly. My major concern is that you're putting a whole load of power into the hands of one person. All it takes is one idiot to ruin the game for 31 others with this system.

“Without Warning, Sans Remorse”
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Advanced Battle Deployment (ABD Game mode)

Post by arjan »

mutiny?
fullkontact
Posts: 52
Joined: 2008-04-04 13:53

Re: Advanced Battle Deployment (ABD Game mode)

Post by fullkontact »

The mutiniy system voteable only by SL's would be nice

Or on admined servers commanders can be removed
privetB
Posts: 85
Joined: 2009-05-08 16:13

Re: Advanced Battle Deployment (ABD Game mode)

Post by privetB »

I support this idea and would like to see it ingame.
dominator200
Posts: 179
Joined: 2009-04-24 12:52

Re: Advanced Battle Deployment (ABD Game mode)

Post by dominator200 »

me thinks u have taken this idea from arma and isnt in the spirit of pr pr gives u the idea that u r apart of the army not the preson who is in charge of the army that buys stuff so for me this is a no no
mat552
Posts: 1073
Joined: 2007-05-18 23:05

Re: Advanced Battle Deployment (ABD Game mode)

Post by mat552 »

Interesting. Admins are probably a better bet than an SL majority vote, seeing as how a squad of six could fan out into perhaps 4-6 separate squads and take the majority.

Definitely a new approach to making the commander useful again.

Edit also:
fullkontact wrote: Now, people will state most likely immediatly state. "THIS WILL BE ABUSED, PEOPLE WILL HAVE 32 BMP'S"
Even if you LET people buy 16 BMPs, they're going to have trouble holding flags with them, same with 32 littlebirds.

AND, now that I think about it, this provides an opportunity to give the pilot kit his pistol back. Just give one or two free pilot kits with purchase of a flying vehicle, and no pilots otherwise.
Last edited by mat552 on 2009-07-17 17:38, edited 1 time in total.
Players might be hardcoded, but that sure doesn't seem to stop anybody from trying.


The only winning move is not to play. Insurgency, that is.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Advanced Battle Deployment (ABD Game mode)

Post by gclark03 »

Just limit the number of certain assets.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Advanced Battle Deployment (ABD Game mode)

Post by Rhino »

ye this kinda "currency", "RTS" and "building units" ideas have been talked about in the past and the main real problem with them is they are simply not very realistic and wouldn't really allow for a battle to be played out that realistically. Thou your post dose have some nice ideas in it, thou I dont think "killing enemy units to gain tickets" is a very good way to go about a currency system as your basically saying the team that comes out ontop in a firefight suddenly will be even more at an advantage than they already are since they will be reinforced by more heavier untis, where the other team will be stripped for cash as they didn't kill a enemy and as such will get raped. A better system might be based on capturing and holding Control Points for "cash" or something. but ye, overall a currency system at the end of the day is not very realistic, and a currency mixed in with a "building/deploying unit" also isn't realistic and as such, the game play wouldn't be that realistic, would end up playing more like a common RTS such as a C&C game which is fine fun wise, but realism wise, no :p

fullkontact wrote:The mutiniy system voteable only by SL's would be nice
that's not a bad idea, something maybe we should consider for all modes.
Image
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Re: Advanced Battle Deployment (ABD Game mode)

Post by gclark03 »

Currency isn't required to give the CO vehicle spawn control. That would need a stronger mutiny system.
BlackwaterSaxon
Posts: 361
Joined: 2009-07-11 00:02

Re: Advanced Battle Deployment (ABD Game mode)

Post by BlackwaterSaxon »

[R-DEV]Rhino wrote: Thou your post dose have some nice ideas in it, thou I dont think "killing enemy units to gain tickets" is a very good way to go about a currency system as your basically saying the team that comes out ontop in a firefight suddenly will be even more at an advantage than they already are since they will be reinforced by more heavier untis, where the other team will be stripped for cash as they didn't kill a enemy and as such will get raped.
Wouldn't a team that fails a firefight be raped anyway, regardless of assets?

Also, the system sounds good but I don't think it's for PR, as has been mentioned, it puts alot of power into one persons hands, couple that with the asset problems mentioned about 32 Little birds (shudder) and it'll just turn into a game of rock, paper, scissors.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Advanced Battle Deployment (ABD Game mode)

Post by Rhino »

BlackwaterSaxon wrote:Wouldn't a team that fails a firefight be raped anyway, regardless of assets?
well that very much depends, a lot of factors come into a firefight and who is the real winner.

But the point is, if you end up getting killed and you give the enemy even more weapons for it, your going to get even more raped than you otherwise would.
Image
fullkontact
Posts: 52
Joined: 2008-04-04 13:53

Re: Advanced Battle Deployment (ABD Game mode)

Post by fullkontact »

dominator200 wrote:me thinks u have taken this idea from arma and isnt in the spirit of pr pr gives u the idea that u r apart of the army not the preson who is in charge of the army that buys stuff so for me this is a no no
The idea doens't come from ARMA. I suggested this a long time ago before I knew ARMA existed xD

And I have since bought ARMA2, don't have a clue how to play but from what i've seen it's nothing like ARMA2.

And fair enough, the suggestion isn't for everybody :)

Like I've stated. The vehicles themselves would be limited through DA's

The map creator can determine how many of 1 asset can be deployed in the field at any 1 time.
Zeppelin35
Posts: 191
Joined: 2008-01-13 02:55

Re: Advanced Battle Deployment (ABD Game mode)

Post by Zeppelin35 »

I support this idea just so that the commander will have something to do. Ever since the commander changes in .8 the role has been empty in 95% of the games I've played. Back in .75 every game had a commander because he was useful and it was fun.

Although the idea would require balancing the idea behind it is pretty solid and would add a ton of replayability on maps. Imagine one round you could be focusing your attention on destrying an enemy's armour squad while the next time you play the map you could be trying to shoot down an enemy's attack choppers. Couple this with the random flag system that's coming to more maps and you have a game that's almost endlessly replayable.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Advanced Battle Deployment (ABD Game mode)

Post by killonsight95 »

i relay like the arty idea! it hink even if this whooe thing doesn't get used maybe the arty idea would be good because in real life if doesn't take 30 mins to reload a atry gun! alsoi was thinking that there could be different types of arty in the game like...
* A ‘Tight’ pattern . 4 waves of 4 shells over an area of 20 metres. This is an intense focused attack on a small area design to take out armour and buildings.

* A ‘Scattered’ pattern . 4 waves of 4 shells over an area of 50 metres. This is used more speculatively when there are multiple targets in a large area.

* A ‘Barrage’ pattern . 20 separate shells over an area of 20 metres. This is a sustained attack on a small area perfect for convoys as they’re passing through a narrow valley.

* A ‘Harassing’ pattern . 20 separate shells fired over an area of 50 metres. As the name suggests this is used to harass the enemy that maybe dug in. As it is sustained fired it is perfect for keeping the enemy suppressed.


or something like that? if possibe
Dug
Posts: 99
Joined: 2009-06-06 14:43

Re: Advanced Battle Deployment (ABD Game mode)

Post by Dug »

killonsight95 wrote:i relay like the arty idea! it hink even if this whooe thing doesn't get used maybe the arty idea would be good because in real life if doesn't take 30 mins to reload a atry gun! alsoi was thinking that there could be different types of arty in the game like...
* A ‘Tight’ pattern . 4 waves of 4 shells over an area of 20 metres. This is an intense focused attack on a small area design to take out armour and buildings.

* A ‘Scattered’ pattern . 4 waves of 4 shells over an area of 50 metres. This is used more speculatively when there are multiple targets in a large area.

* A ‘Barrage’ pattern . 20 separate shells over an area of 20 metres. This is a sustained attack on a small area perfect for convoys as they’re passing through a narrow valley.

* A ‘Harassing’ pattern . 20 separate shells fired over an area of 50 metres. As the name suggests this is used to harass the enemy that maybe dug in. As it is sustained fired it is perfect for keeping the enemy suppressed.


or something like that? if possibe
Spam?
U made a thread about this.


Also I like the idea where the commander can buy vehicles.
But it would take time to balance it correctly.
Without having any players abusing or having 32 little birds.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Advanced Battle Deployment (ABD Game mode)

Post by killonsight95 »

Dug wrote:Spam?
U made a thread about this.


Also I like the idea where the commander can buy vehicles.
But it would take time to balance it correctly.
Without having any players abusing or having 32 little birds.
yeah sorry i thought it wouldn't be a bad idea if it had a thread of its own because it won't get the attention here
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