Insurgency Add-on #2

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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Insurgency Add-on #2

Post by Pronck »

Hello guys, after doing some research I found out that no one suggested this yet. It is in fact a add-on which possible, so not hard-coded but it needs to be balanced.

It is as follows: The Insurgency round will start with capturing important keypoints near the city, like crossroads, factories, VCP's and compounds. After they are capped the insurgents can't recapture them. When the BLUFOR capped al the keypoints, the need to start hunting caches. But if they fail to succeed, the round will end.

So it is like this;

BLUFOR Captured all points----> Tickets are refilled to the "regular" Insurgency standard-------> They need to take out all 7 caches.

BLUFOR fails to succeed (all tickets are lost)----> Tickets will not be refilled, they have to pull back and the round is over.

BLUFOR runs out of time (they still got some tickets left)----> Tickets will not be refilled but they refill them by start hunting the caches.

Facts:
There is a 1 hour time limit to capture all keypoints.
It are random locations, some may be the same.
The BLUFOR will get after capturing all keypoint the original amount of tickets.
Insurgents are still able to get special kits, because at every Keypoint there will be a spawnpoint for kits, but when it's capped it will be expired.


Why?
Because Insurgency doesn't tell the whole story of the battle. The BLUFOR troops had to capture most of that cities. By adding this you will tell the whole battle. For example, when you capture a country the best way to do it is by taking down, or capturing a part of their infrastructure, it's the same what the BLUFOR did in Iraq and Afghanistan.

Picture: (Old Fallujah West Mini-Map, of course these aren't the real keypoints).

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LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: Insurgency Add-on #2

Post by LithiumFox »

I... actually... Kinda like that idea..... > >

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Re: Insurgency Add-on #2

Post by Teek »

Pretty much all possible objective based game mode suggestions are covered by the wip "Senario" game mode, which should be able to Handle VIP extraction, cache hunting, flag capture, object seigeing, ect, All in one Round
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Insurgency Add-on #2

Post by Rudd »

I've always liked the idea of mixing CPs and insurgency myself, I find them great ways of keeping gameplay flowing though I'm not entirely sure if your version of this is the way to go since it puts insurgents ina conventional role, when IRL there would be a mix of irregular and regular units defending these places?

having cap points with definate advantages for each team is the way to go imo
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Insurgency Add-on #2

Post by Pronck »

[R-CON]Rudd wrote:I've always liked the idea of mixing CPs and insurgency myself, I find them great ways of keeping gameplay flowing though I'm not entirely sure if your version of this is the way to go since it puts insurgents ina conventional role, when IRL there would be a mix of irregular and regular units defending these places?

having cap points with definate advantages for each team is the way to go imo
It could also be just a neighborhood to capture, like part E4 of Karbala for example.

And it doesn't needs to be implemented exact as I said.
We are staying up!
Smiddey723
Posts: 901
Joined: 2010-03-27 18:59

Re: Insurgency Add-on #2

Post by Smiddey723 »

I have always been in favor of putting CP's on insurgency. Just like the old outpost CP on korengal

Great idea :)
.:2p:.Smiddey
boilerrat
Posts: 1482
Joined: 2009-09-02 07:47

Re: Insurgency Add-on #2

Post by boilerrat »

This seems like it would make the rounds even longer than they already are...

Some of us don't want to play for 4 hours.
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Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: Insurgency Add-on #2

Post by Tim270 »

Jonny wrote:If, however, you had said that BLUFOR must maintain a hold on at least x predefined locations (from a much larger possible set) at all times after an initial assault period or instantly loose (+ take out y caches before round end), then you would be onto something. Even better if those locations then formed a BLUFOR main base, with only one initial location given (from a smaller set than above).
Thats quite interesting. You could simply make Hesco's deployable like wire etc and actually have Bluefor setup their own main base. (after they enter the map).
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Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: Insurgency Add-on #2

Post by Bellator »

Maybe something like this: the blufor has to capture and fortify a "key" position on the map and they must hold it even as they hunt down the caches. If the blufor can hold this position, they will slowly recover tickets. If the insurgents capture this point, the blufor begins to slowly lose tickets.
Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: Insurgency Add-on #2

Post by Operator009 »

boilerrat wrote:This seems like it would make the rounds even longer than they already are...

Some of us don't want to play for 4 hours.
and for those people, they can play regular insurgency....
master of the templars
Posts: 598
Joined: 2007-06-26 21:37

Re: Insurgency Add-on #2

Post by master of the templars »

The problem is people ignore caches in favor of optional objectives.
Make nukes, Not war
Operator009
Posts: 195
Joined: 2009-09-10 02:21

Re: Insurgency Add-on #2

Post by Operator009 »

master of the templars wrote:The problem is people ignore caches in favor of optional objectives.
But this way, desnt it neccessarily FORCE the players to fight over objectives and THEN find the caches? Hell, this sound like a strategy the insurgency maps SHOULD deploy. Our most successfull tactics revolve around a convoy of hmvs and strykers to carry troops to the cahce locations. Our objecties, both for reality AND gameplayr reasons, would make MUCH more sense if this suggestion is implemented.

Sweep the city, THEN isolate the caches.
Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: Insurgency Add-on #2

Post by Imchicken1 »

Insurgency V. 2?

Cap a point or 2, find x amount of caches, then cap another point, then find the rest?

Or as stated before. On some smaller maps this wouldn't quite work though
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Insurgency Add-on #2

Post by Pronck »

No guys you need to capture ALL CPs first and THEN you have to destroy caches.
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Insurgency Add-on #2

Post by goguapsy »

Bellator wrote:Maybe something like this: the blufor has to capture and fortify a "key" position on the map and they must hold it even as they hunt down the caches. If the blufor can hold this position, they will slowly recover tickets. If the insurgents capture this point, the blufor begins to slowly lose tickets.
And they don't get tickets for cache kill? I like that, but I don't think we would need hesco walls.

1 ticket every 30 seconds should be OK.

I'd like this area to be spawnable though. This would be an awesome twist to insurgency! They have a better-defended FOB, that does not get overun by the enemy!

Any chances that, when you capture this CP, machine gun towers would show up? Or make them deployable just over there, requiring a long time for shoveling?


ghost-recon wrote:No guys you need to capture ALL CPs first and THEN you have to destroy caches.
Imchicken1 wrote:Insurgency V. 2?

Cap a point or 2, find x amount of caches, then cap another point, then find the rest?
Well, if they removed the intel system and made it so 1 CP = 1 Cache Location (max 2 capable at a time) it would create an awesome AAH! (Assault And Hunt).
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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TheOldBreed
Posts: 637
Joined: 2009-05-08 23:03

Re: Insurgency Add-on #2

Post by TheOldBreed »

could be adapted to a sort of 'sweep and clear' mode. moving through the city block by block clearing insurgents and caches, rather than heading to randomized places as is now. nice suggestion
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Insurgency Add-on #2

Post by rushn »

TheOldBreed wrote:could be adapted to a sort of 'sweep and clear' mode. moving through the city block by block clearing insurgents and caches, rather than heading to randomized places as is now. nice suggestion
I do like that a lot better
Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: Insurgency Add-on #2

Post by Imchicken1 »

TheOldBreed wrote:could be adapted to a sort of 'sweep and clear' mode. moving through the city block by block clearing insurgents and caches, rather than heading to randomized places as is now. nice suggestion
Some people like the current insurgency mode. Perhaps make 2 new game modes "sweep and clear" as you said, and something like the "cap CP's, THEN hunt caches"?

Sounds just a little confusing doesn't it?
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I won't cluck for you
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: Insurgency Add-on #2

Post by Bellator »

And they don't get tickets for cache kill
Yes, it would be reasonable that they wouldn't gain tickets from cache kills.

I was thinking that my suggestion would also work well for the siege at Ocmanchira (sp?). Vast parts of that map are entirely unused. Perhaps this map could be used for this game mode; the Brits would have to defend the central installation from militia attempts to take it over. Meanwhile, the militia would have to defend caches from British raids.
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