Convoy mode

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Gosu-Rizzle
Posts: 610
Joined: 2009-06-06 13:23

Re: Convoy mode

Post by Gosu-Rizzle »

Yeah i like the idea Rudd, i think it could be great. And i dont think it would take too much work since you already have all you need. (maps, cars and trucks basicly)
I dont like the idea of dome of death however... And i dont see why it would be needed anyway. The convoy would have to pass throug a lot of check points, so going off road would in most cases not pay off. To me it really ruins the great open field that BF2/PR has always been about.

Just a couple of things:
Where should the trucks spawn?
And the bluefor themselves?
And the INS. How will they know where to intercept the convoy?
Yrkidding
Posts: 729
Joined: 2008-08-21 23:16

Re: Convoy mode

Post by Yrkidding »

I think it's a good idea one thing I thought might be interesting is if like the convoy has a line one a road to follow to a marker or checkpoint. Then they have to wait 30 seconds before the next marker comes up and they move on to there and this repeats till they get to the destination. Then they hold that position for say 2 minutes then they go out again in the same fashion but on a different route. The INS would just have markers that like within 200m would be one of the markers the US is at. Kinda like the same system as Insurgency for the US but the INS are instead attacking the checkpoints and can guess a road that the convoy would be coming up to etc. etc. One other thing is that there could be 1 logistics truck that the Ins MUST destroy(already suggested) however there are several logistics trucks in the convoy making the INS guess a bit to what truck they should strike first etc. Maybe there would be even 2 U.S. convoys going at once?
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Convoy mode

Post by arjan »

Gosu-Rizzle wrote:Yeah i like the idea Rudd, i think it could be great. And i dont think it would take too much work since you already have all you need. (maps, cars and trucks basicly)
I dont like the idea of dome of death however... And i dont see why it would be needed anyway. The convoy would have to pass throug a lot of check points, so going off road would in most cases not pay off. To me it really ruins the great open field that BF2/PR has always been about.

Just a couple of things:
Where should the trucks spawn?
Main base?
And the bluefor themselves?
Main Base?
And the INS. How will they know where to intercept the convoy?
How about the cache marker for a truck that gets updated every 4 minutes?
talkin realistic wise, in a convoy while on mission you are tasked to follow a route, not doing random offroading, if we wouldnt add dome of death on the large open areas i can see a truck racing trough the map with ease to all the checkpoints.

Alos, in 0.87 insurgents will get the commander feature that makes waypoints spot squads, could be made also to spot a truck.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Convoy mode

Post by Rudd »

I think it's a good idea one thing I thought might be interesting is if like the convoy has a line one a road to follow to a marker or checkpoint. Then they have to wait 30 seconds before the next marker comes up and they move on to there and this repeats till they get to the destination. Then they hold that position for say 2 minutes then they go out again in the same fashion but on a different route. The INS would just have markers that like within 200m would be one of the markers the US is at. Kinda like the same system as Insurgency for the US but the INS are instead attacking the checkpoints and can guess a road that the convoy would be coming up to etc. etc. One other thing is that there could be 1 logistics truck that the Ins MUST destroy(already suggested) however there are several logistics trucks in the convoy making the INS guess a bit to what truck they should strike first etc. Maybe there would be even 2 U.S. convoys going at once?
thats an interesting idea.

I'm just worried that if you don't make the markers come up all at once (if multiple markers can be done in this way) that the randomisation system used by the caches selection system wouldn't work.

2 Convoys might be necessary depending on how the gameplay turns out, but in the interests of simplicity and recognising the map size, I suspect 1 may be better overall.
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Jigsaw
Posts: 4498
Joined: 2008-09-15 02:31

Re: Convoy mode

Post by Jigsaw »

Whilst I like the idea in principle I would suggest that it should not be the only objective for a round. It is simply too linear a mode to be successful on its own but as part of a wider game mode it could work.

I for example would very much like to see additional objectives introduced into insurgency gamemode, both for the BLUFOR AND OPFOR. This could include things like assasinating the insurgent commander as BLUFOR and this convoy idea as an objective for the insurgent team to destroy a designated vehicle. In this way both teams get a "destroy" objective (killing insurgent leader and destroying BLUFOR command vehicle) alongside the existing cache hunt/defend gameplay. This I feel would make for a much more interesting and varied round of insurgency and would be much more interesting than having convoy only and cache hunt only gamemodes.

Not to mention my pessimism of having a public server running a mode with such an important single objective, all it would take is one smacktard, much better to have a variety of objectives imo.
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PatrickLA_CA
Posts: 2243
Joined: 2009-07-14 09:31

Re: Convoy mode

Post by PatrickLA_CA »

+1 on your suggestion jigsaw but INS shoudn't have the convoy route even with 150 m unaccuracy
freeway
Posts: 118
Joined: 2009-05-20 02:22

Re: Convoy mode

Post by freeway »

some like this :mrgreen: ? YouTube - Generation Kill Ambush Scene
that is too hard ? :twisted: then try this :D YouTube - Best of Generation Kill
If u plan to do that give insurgent more cars so they could set up a road block
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driver-ch-driver
Posts: 820
Joined: 2008-06-15 17:00

Re: Convoy mode

Post by driver-ch-driver »

does all the trucks go through at the same time with escorts?

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HangMan_
Posts: 1753
Joined: 2009-06-07 00:58

Re: Convoy mode

Post by HangMan_ »

This is a good idea. The INS team should just get a message when the Truck leaves the main and when it passes a checkpoint. No other information needed..
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Convoy mode

Post by Rudd »

XxX_HangMan_XxX wrote:This is a good idea. The INS team should just get a message when the Truck leaves the main and when it passes a checkpoint. No other information needed..
that is why the new informant commander ability would be lovely with this mode for the INS
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General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: Convoy mode

Post by General Dragosh »

[R-CON]Outlawz wrote::Because I am Slovenian?
Oh, hahaha sry, i would never thought of that xD

Yay, neighbour Con =P
Last edited by General Dragosh on 2009-09-03 07:13, edited 1 time in total.
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Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: Convoy mode

Post by Psyko »

[R-CON]Outlawz wrote: :29_slaps:
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?
because its old, theres a reason it was taken out, too many unbalancing exploits. besides the whole idea needs a new coat of paint.

@Rudd,

4k maps, not just ins ones. the ins maps are deliberatly small to emphsize FIBUA and CQB, 4k maps with long roads with few junctions offer more reward.
Mongolian_dude
Retired PR Developer
Posts: 6088
Joined: 2006-10-22 22:24

Re: Convoy mode

Post by Mongolian_dude »

jigsaw-uk wrote:Whilst I like the idea in principle I would suggest that it should not be the only objective for a round. It is simply too linear a mode to be successful on its own but as part of a wider game mode it could work.

I for example would very much like to see additional objectives introduced into insurgency gamemode, both for the BLUFOR AND OPFOR. This could include things like assasinating the insurgent commander as BLUFOR and this convoy idea as an objective for the insurgent team to destroy a designated vehicle. In this way both teams get a "destroy" objective (killing insurgent leader and destroying BLUFOR command vehicle) alongside the existing cache hunt/defend gameplay. This I feel would make for a much more interesting and varied round of insurgency and would be much more interesting than having convoy only and cache hunt only gamemodes.

Not to mention my pessimism of having a public server running a mode with such an important single objective, all it would take is one smacktard, much better to have a variety of objectives imo.
Yes, I too think that this type of 'evolving' gamemode would prove better than a linear escort game mode. As mentioned, it would make games far harder to be sabotaged intentionally or even derailed accidentally after hard effort by both teams.
It would be ideal to breaking down the gameplay and not making the whole thing a ZOMG ZOMG RUSH, GET TO DAH CHOPPAR, giving both sides time to regroup and think about how it will be played out.
Also, I do remember insurgent leader of PR0.4 being rather fun. Much more interesting defending/hunting a live target than a static cache ;)


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