Convoy mode
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Rudd
- Retired PR Developer
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- Joined: 2007-08-15 14:32
Convoy mode
Hi all, the only purely convoy thread I found was from 2006
https://www.realitymod.com/forum/f18-pr ... y-map.html
Thought i'd leave the necro-ing to others.
Convoy mode would have to be a balance between gamepaly and realism, i.e. realism in how the convoy objective would be acheived, but gameplay in how the objectives are not too strict.
Here is my version, and I hope that the coding done for Insurgency/AAS3 could be adapted for this.
Basically, Blufor have 1 Objective vehicle. This is the supply logistic truck.
Blufor are given 1 or a number of waypoints that the objective vehicle has to pass through in order to count when it arrives at the objective zone on the other side of the map to the main base.
When the objective vehicle arrives at the objective zone the bluefor scores 1 point. Then the waypoints disappear and are replaced with a new set. The objective vehicle needs to turn around and the convoy has to go again.
Blufor has to accomlish this 10times.
Blufore can only use 15trucks before INS win. and ofc INS get infinite tickets, blufor get limited tickets.
I dunno if INS should get the specific waypoints the blufor are gonna follow, or if they should get a 140m accuracy marker like Blufore get in INS mode.
I'd enjoy this mode since its about the entire team being involved in one act, for Blufore its about keeping the truck alive and covering the convoy. For INS its about fire discipline and working together to make the convoy's probable route complete hell.
https://www.realitymod.com/forum/f18-pr ... y-map.html
Thought i'd leave the necro-ing to others.
Convoy mode would have to be a balance between gamepaly and realism, i.e. realism in how the convoy objective would be acheived, but gameplay in how the objectives are not too strict.
Here is my version, and I hope that the coding done for Insurgency/AAS3 could be adapted for this.
Basically, Blufor have 1 Objective vehicle. This is the supply logistic truck.
Blufor are given 1 or a number of waypoints that the objective vehicle has to pass through in order to count when it arrives at the objective zone on the other side of the map to the main base.
When the objective vehicle arrives at the objective zone the bluefor scores 1 point. Then the waypoints disappear and are replaced with a new set. The objective vehicle needs to turn around and the convoy has to go again.
Blufor has to accomlish this 10times.
Blufore can only use 15trucks before INS win. and ofc INS get infinite tickets, blufor get limited tickets.
I dunno if INS should get the specific waypoints the blufor are gonna follow, or if they should get a 140m accuracy marker like Blufore get in INS mode.
I'd enjoy this mode since its about the entire team being involved in one act, for Blufore its about keeping the truck alive and covering the convoy. For INS its about fire discipline and working together to make the convoy's probable route complete hell.
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Jedimushroom
- Posts: 1130
- Joined: 2006-07-18 19:03
Re: Convoy mode
Sounds pretty awesome to me, but I don't think Ins should get any idea of where the convoy has to go, I mean they usually wouldn't in real life, they would have to guess.

"God will strike him down when he checks his email and sees young Fighter has turd burgling tendancies. Could you imagine going to church knowing your son takes it up the wrong 'un?" - [R-Dev]Gaz on 'Fighter137'
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MikeDude
- Posts: 941
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NyteMyre
- Posts: 2394
- Joined: 2008-08-31 10:10
Re: Convoy mode
That might work...
But i haven't really seen insurgents take out a truck which was driving full speed trough the streets.
Lucky placed mine or IED maybe, but with the small arms fire and stryker/humvee support i don't really see that happening
But i haven't really seen insurgents take out a truck which was driving full speed trough the streets.
Lucky placed mine or IED maybe, but with the small arms fire and stryker/humvee support i don't really see that happening
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Rudd
- Retired PR Developer
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Re: Convoy mode
I think the trick would be to remain hidden with RPGs until they get close, if you get tehm in a norrowish street...they'll drive past thinking its safe and BAM!
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Dizakui
- Posts: 195
- Joined: 2008-12-23 17:55
Re: Convoy mode
I think this'd be really fun.
Would work really well I think, especially if the insurgent maybe had deployable roadblocks to funner the convoy into a trap.
I like this idea alot
Would work really well I think, especially if the insurgent maybe had deployable roadblocks to funner the convoy into a trap.
I like this idea alot
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SkaterCrush
- Posts: 1173
- Joined: 2009-04-13 19:07
Re: Convoy mode
This would be a cool game mode for the PMC mod, since a lot of the time they run military convoys
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Sgt. Mahi
- Posts: 984
- Joined: 2008-03-27 07:44
Re: Convoy mode
I really really really like the idea but I don't think it is that simple to make the gameplay balanced in a way so both teams can enjoy it. It's possible yes but it's going to be hard work I would imagine...
Peace is that brief glorious moment in history when everybody stands around reloading
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Psyko
- Posts: 4466
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Re: Convoy mode
i can think of a number of problems, but rather than being pessimistic, i would rather promote the idea of this being successfully achieved with the right work and recourses.
ok so...
Its Opfor vs coiliton, and for the time being, the map doesnt matter. And i think its best if the coilition get a massive collection of arms... (balanced of course to free up foot mobiles while still having support, particularly air support) ...that dont respawn and the opfor get a lot of indirect fire, support weapons, trap weapons and no area attacks.

just a quick explination.
the coilition take vehicles to a destination on a 4k map. Insurgents spawn just like usual with the normal insurgency game mode. SO while the coiliton stuff doesnt respawn, the insurgent stuff does respawn. the insurgent spawns dissapear after 5 minutes so its up to them to build hideouts. the coiltion infantry squads need to take transport to suspected hidout zones and root out the enemy.
I dont think the coiltion should have tickets. i think it would be cool if there were 20 logistic trucks that need to be destroyed. And the insurgents team shouldnt be changed at all, the gameplay mechanics coupled with the new informant system will make them very effective in ambush environments. its all down to the defence and armoured perciverance of the coilition used in proportion with attack helicopter support heavily relient on lases. (especially if it was in this map for example or fools road where the trees block most incoming projectiles including lases.).
ok so...
Its Opfor vs coiliton, and for the time being, the map doesnt matter. And i think its best if the coilition get a massive collection of arms... (balanced of course to free up foot mobiles while still having support, particularly air support) ...that dont respawn and the opfor get a lot of indirect fire, support weapons, trap weapons and no area attacks.

just a quick explination.
the coilition take vehicles to a destination on a 4k map. Insurgents spawn just like usual with the normal insurgency game mode. SO while the coiliton stuff doesnt respawn, the insurgent stuff does respawn. the insurgent spawns dissapear after 5 minutes so its up to them to build hideouts. the coiltion infantry squads need to take transport to suspected hidout zones and root out the enemy.
I dont think the coiltion should have tickets. i think it would be cool if there were 20 logistic trucks that need to be destroyed. And the insurgents team shouldnt be changed at all, the gameplay mechanics coupled with the new informant system will make them very effective in ambush environments. its all down to the defence and armoured perciverance of the coilition used in proportion with attack helicopter support heavily relient on lases. (especially if it was in this map for example or fools road where the trees block most incoming projectiles including lases.).
Last edited by Psyko on 2009-09-02 12:58, edited 1 time in total.
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Outlawz7
- Retired PR Developer
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Psyko
- Posts: 4466
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Re: Convoy mode
no, its obsolete.[R-CON]Outlawz wrote:Or bring the old Extraction mode back >.<
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arjan
- Posts: 1865
- Joined: 2007-04-21 12:32
Re: Convoy mode
Would it be possible for the insurgents to give them some random spawnpoints near the roads, so you could see a littlebit how the coalition are going to drive, but not clearly.
''ill make a picture, to explain better
''
i could also see alot of use for the engineers in this type of mode.
''ill make a picture, to explain better
i could also see alot of use for the engineers in this type of mode.
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Rudd
- Retired PR Developer
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Re: Convoy mode
psyko I'm not entirely sure if the AAS maps would make good convoy maps, the suggestion was primarily aimed at INS maps which are more suited to heavily asymetrical warfare.
The landmarks are so few on maps like Qinling that convoys might be odd. Though I'd be willing to try it since it would be better if air assets were indeed left to the 4k maps in a convoy mode, as its harder to find the ambushers on them.
Fools road and koselsk would be interesting tbh since both have interesting road systems.
The landmarks are so few on maps like Qinling that convoys might be odd. Though I'd be willing to try it since it would be better if air assets were indeed left to the 4k maps in a convoy mode, as its harder to find the ambushers on them.
I found an active thread on that.Or bring the old Extraction mode back >.<
Fools road and koselsk would be interesting tbh since both have interesting road systems.
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mat552
- Posts: 1073
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Re: Convoy mode
Ding ding ding! Give this man a prize![R-CON]Outlawz wrote:Or bring the old Extraction mode back >.<
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.
The only winning move is not to play. Insurgency, that is.
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General Dragosh
- Posts: 1282
- Joined: 2005-12-04 17:35
Re: Convoy mode
Im all for it, sounds awesome anyway i think =P
Hey Outlaw why do yee have a Slovenian flag xD ?
Hey Outlaw why do yee have a Slovenian flag xD ?
[img][/img]Newly ordered sig !
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arjan
- Posts: 1865
- Joined: 2007-04-21 12:32
Re: Convoy mode
would it be possible to give dome of death zones around large open areas where theres not road for the coalition so they cant do much of offroading and such and going cross country, so mostly be on the roads.
Edit; picture of a idea for fallujah.

Just like rudd's idea, you have some sort of aas3 system, only difference is the spawnpoints for the insurgents.
The insurgents would have random spawnpoints but also some spawnpoints that are closely towards the supply zones, The insurgents can see where the Coaltion probbaly has to go trough by the more grouped spawnpoints on the spawn screen.
Like near the fields behind the red cross center, where 2 spawnpoints cover a large dirtroad going NW, so insurgents can see on their map spawn their! probbaly a truck comming trough those 2 paddie fields.
Or the area around the 2 towers, where you can suddenly see alot of grouped spawnpoints wich could indicate a truck should almost MUST go trough there.
The thing is, the insurgents can see on their map where the convoy probally will have to go trough, but as soon a team comes within the 50 meters area, those rallypoints will probally all dissapear, and the insurgents know where the convoy is, but cant spawn close to them anymore.
And another thing i think could be good for this mode, a dome of death around the open grounds, so people are forced go go onroad, and could only go slightly offroad, lets say 10 to 20 meters from the road, but not more.
Just thinking of some stuff?
Edit; picture of a idea for fallujah.

Just like rudd's idea, you have some sort of aas3 system, only difference is the spawnpoints for the insurgents.
The insurgents would have random spawnpoints but also some spawnpoints that are closely towards the supply zones, The insurgents can see where the Coaltion probbaly has to go trough by the more grouped spawnpoints on the spawn screen.
Like near the fields behind the red cross center, where 2 spawnpoints cover a large dirtroad going NW, so insurgents can see on their map spawn their! probbaly a truck comming trough those 2 paddie fields.
Or the area around the 2 towers, where you can suddenly see alot of grouped spawnpoints wich could indicate a truck should almost MUST go trough there.
The thing is, the insurgents can see on their map where the convoy probally will have to go trough, but as soon a team comes within the 50 meters area, those rallypoints will probally all dissapear, and the insurgents know where the convoy is, but cant spawn close to them anymore.
And another thing i think could be good for this mode, a dome of death around the open grounds, so people are forced go go onroad, and could only go slightly offroad, lets say 10 to 20 meters from the road, but not more.
Just thinking of some stuff?
Last edited by arjan on 2009-09-02 14:09, edited 2 times in total.
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Rudd
- Retired PR Developer
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Re: Convoy mode
^ if they have to go through specific waypoints, the waypoints will keep them on track
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Outlawz7
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Re: Convoy mode
Psykogundam wrote:no, its obsolete.
How exactly is it obsolete?
IMO it was the closest you'd got to scenario gameplay, one team trying to make their way through the map and the other to ambush them, no flag capping or rushing or other ****.
Because I am Slovenian?General Dragosh wrote: Hey Outlaw why do yee have a Slovenian flag xD ?

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Rudd
- Retired PR Developer
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Re: Convoy mode
https://www.realitymod.com/forum/f18-pr ... bring+back[R-CON]Outlawz wrote:![]()
How exactly is it obsolete?
IMO it was the closest you'd got to scenario gameplay, one team trying to make their way through the map and the other to ambush them, no flag capping or rushing or other ****.
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Hitman.2.5
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Re: Convoy mode
+1 bump
It is an epic idea giving MEC INF its worth and the TEAMWORK to have inf and other vehicles clear the way and remove the mines/IED's and eliminate threats so that the trucks passage is safe to travel.
n1 Rudd nice idea!
It is an epic idea giving MEC INF its worth and the TEAMWORK to have inf and other vehicles clear the way and remove the mines/IED's and eliminate threats so that the trucks passage is safe to travel.
n1 Rudd nice idea!
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