Annihilation Gamemode

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killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Annihilation Gamemode

Post by killonsight95 »

Startrekern wrote:That's basically old cnc mode. This discussion is not about cnc.
okay so your syaing that setting up FO's all over the place wait for people to attack them and securing point with FO's is not the CnC mode????? the only thing different between my suggestion and yours is theres a limt of FO's and an insentive to attack in my suggestion...
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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Annihilation Gamemode

Post by Celestial1 »

killonsight95 wrote:okay so your syaing that setting up FO's all over the place wait for people to attack them and securing point with FO's is not the CnC mode????? the only thing different between my suggestion and yours is theres a limt of FO's and an insentive to attack in my suggestion...
1) Word for word, your suggestion was CnC as of last release (with the only exception, I think, being that the bleed actually started immediately).

2) His suggestion is more focused towards non-FO play. With CnC, it was difficult to fight because with many different FOs, you had to spread your team thin to attack and still defend your other FOs.



The suggestion is more or less TDM PR. With some changes, though, it could work more like a Player-Generated Scenario mode.
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Annihilation Gamemode

Post by arjan »

arjan wrote:wouldnt be so sure about that..
what i would like to see is more ''open'' maps where the team could decide theirself what they think is important.

arjan wrote:Yeah ive could be abit more precisive.

Dont really know how to explain myself (english aint first language) :razz:
Ill try and explain it with a random paint picture;

Image

Take this random picture as example.
1= Random village (spawns a jeep or truck)
2= Random villages (spawns a heavy vehicle)
3= NW town + bridge part
4= SW town + bridge part
(spawns a heavy vehicle)
5= NE town + bridge part
6= SE town + bridge part
(spawns a heavy vehicle)
7= middle town part
8= middle town part
9= middle town part
(spawns a heavy vehicle)
10= random village (spawns a jeep or truck)
11= random village (spawns a jeep or truck)
12= random village (spawns a jeep or truck)
13= random village (spawns a jeep or truck)


So positions with little to none strategical value would reward youre team with a lightvehicle spawn
positions that have a larger strategical value (2 flags combined) could reward youre team with heavier vehicles (APC's, IFV's, Recon heli's etc)
positions with even larger strategical value (3 flags combined) would reward youre team with the heaviest vehicles in the game (MBT's, Transport heli's, Attack heli's, Planes)

so the flags would start spawn assets in youre main base if the flag is capped with this ''combined flag'' system

example, if youre team caps 3 and 4 (bridges + large town) youre team could obtain a heavier vehicle or multiple heavier vehicles at main depending on the strategical value of the grouped flags (could simulate more troops going to the front to hold a position)

both teams would spawn with just a few light vehicles in the beginning, not enough to carry the whole team. capping flags would be rewarding since you could get more assets by capping flags, and even heavy assets by capping grouped ones.

Their would be no AAS or whatsoever, both teams can cap what they think is usefull or smart. they wouldnt be able to baserape since every base should get a dome of death
both teams can only win on tickets by eliminating the enemy forces.

So explaing the gamemode lets move on to how the strategical plan could go.
teams example; Russia(northern part) vs Chechnya(southern part)

view from the russian side;
They could send some trucks out towards 1-2 to gain some light or 3-4-5-6 for heavier vehicles, most likely some units will immeadetly be send towards to the bridges to get APC's to transport people to the bridges to defend their side of the river.
They could then cap the whole northern side of the river to have full vehicle support (light vehicles and heavy vehicles)
After that they could send some forces towards flags 7-8-9 to get tanks if they want, the thing is chechnya will most likely be controlling that part of the map with tanks since they probbaly wanted to have tank or attack heli/jet support so you have people battling over areas of intrest instead of preset flags that you ''have'' to take.

The Russian team could try and make a push trough the the village cap it inorder to set their bridge saver from enemy contacts and enemy tanks and gain them theirselves.
what the russian could do now is to set a team on defence at random village 10 to cut off any vehicles trying to reach the 7-8-9 flag group or friendly logistics behind the 7-8-9 flags and so on a battle can progress

view from the chechnya side;
They would most likely send out a team to 13 to get some technicals up to get control of the bridges and a team to the 3-4 grouped area to get the apc's up or go to 7-8-9 ignoring the bridges and getting tanks up, and then useing those tanks to support the assault at one of the 2 bridges, its all up to the team.
they can decide if they go for the fast vehicles first capping random villages wich brings them in the position of roaming trough the map with technicals or jeeps fast capping large pieces of map but without having tanks support against heavier treaths the russian team might come up with, so every battle could be different with assymetrical balance.

Logistics
Logistics will also be verry important for both teams, they wont be able to operate well if you dont control a area.
Example for the russian team; they can run logistics vairly save behind their bridges if, if theyre are controlling both bridges, so keeping logistics save by capping key points will automaticly become a objective too.


All in All, i think this way (if impleted xD) will make each battle unique and gives the team/commander the choice where to focus on, but also gives less preset objectives, and will be more rewarding capping a flag.



keep in mind this is just a random idea, not a map idea, and can be applied on some maps in PR right now.

(Ex; qwai, foolsroad, kashan,quinling etc, though the maps would need a new flag system)
arjan wrote:youre base isnt cappable like i explained -.-
you can cap flags of choice on the map in order to receive more troops and equipment.
to battle the other team down on tickets instead of capping them out.

It wouldnt make sense to send in tanks and everything witout an area explored by a recon team (In real life)
So they would send recon teams in first (some light vehicles to cap the first few flags) and then slowly more forces are brought to the frontline, like real life.

Also why would you ''need'' the tanks and heavy stuff first, that will be just like preset vehicles wich adds nothing to assymetrical balance.
arjan wrote:woooops im sorry :razz:
He wanted to explain myself, so i did xD

any of them can be capped yeah, but a team that decides to cap for example a random village would get 1 or 2 jeeps to support their assault, but capping a grouped flag you could get apc's or IFV's or even tanks if its a large position with strategical value.
A team can decide it all for theirself

(taking the paint picture as example again)
the russian team can decide theirselve if they want to be defensive or offensive.
they can hold the 2 towns surrounding the bridges (makeing sure they cant cross their side), or they can move in towards the middle town, that cuts of the chechnyan tank spawn or not risk it but settup ambush position on random village 10 and 11 cutting off the roads towards 7-8-9. and then move the main force from the 5-6 grouped flag area could move in to the 7-8-9 grouped flag area to secure it vairly save becouse the other guys are cutting off vehicles at the roads upperhead.

But the chechnyans could decide to defend the position 7-8-9 position with the tanks they obtained and some BRDM's from the random villages the might decided to cap.
So that way an intresting fight could be possible between russian mechanised infantry and chechnyan tanks and infantry.
The russians could fail on the assault on the 7-8-9 grouped flags, meaning the chechnyans would have (most likely) free play onto the bridge with their tanks and infantry.
or they could decide to stay on defence and not risk tickets.

and i think it could create some more diversity and tactical movement on some maps that could suit this gamemode, but also make this a verry intresting gamemode for the commander.
With the upcoming UAV he can direct troops on enemies that are closing in on 1 of the strategical position for example.

https://www.realitymod.com/forum/f18-pr ... -ones.html
Some idea i had, and could possibly work as an ''open'' game but still with flags.
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