New game mode and mechanics.

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maarit
Posts: 1145
Joined: 2008-02-04 17:21

New game mode and mechanics.

Post by maarit »

i was in shower and i was thinking that... :-D
So this is my proposal( or brainfart) to the new game mode and it have some thing from c&c and aas and mixed up some of my suggestions.
- Its playable only in 4km maps(silent eagle,kashan desert,yamalia,qinling)
- In this game mode, maps should have always 6 flags.two mainbase flag and four flags randomly in map, so in future, mappers should place
correct amount of flags and that is because there is also 6 defend fobs.So fobs and flags match...
- to cap the flag you must first find and destroy enemy fob,then flag go neutral,then you must build fob and then you are capping it to your team.

DEFEND FOBS
-Defend fobs are only deployable to the friendly/neutral flag radius.
-Defend fobs need crates that squadleaders can deploy fobs.
-Assets depends how many crates you have there.
-Limited spawns.
So,more you work with fob,more strenght it has.
you can have 6 of these fobs but must deploy only to the neutral/friendly flag radius.
- You can have just one of each fobs,so no two 8 crate fob.


Examble about defend fob in silent eagle:
are you gonna deploy your strongest fob to the abandon airfield(mainbase) to cover you *** or central village?Its up to your team...

ATTACK RALLYPOINT.
Attack rallypoint are just some amount of soldiers,few foxholes,maybe hmg but nothing more.
you should try to make your flank attacks from there with apc support and tanks.
- These attack rally points you can deploy anywhere on the map.
- Whole team can spawn there.
- It has also limited spawns.
- Your team can have only two of these kind of spawnpoints.

Examble about attack rallypoint silent eagle:
In central village,there is enemy fob spotted.You must recon it to know what kind of enemy there is.
If you see just few hmg`s there,its maybe just medium defend fob.you have good change to take it out with your team from attack rally.
Your attack rally has 15/20 soldiers and enemys medium defend fob have 25/30 soldiers.You have good change to take it out.
But if you see mortars,tows and all the stuff,its wise to you back off and call support.
Airstrikes should be called those fobs with heavy assets.

(you can also deploy attack rallypoint near your mainbase/defend fob to make those more powerfull,but is meant to flanking enemy,its about tactics)


With limited spawn you can try to take fob out from distance,you can win that firefight from long distance.
Your team keep killing them and they keep dying and when they spawns dry out...its silence.You win.

You can still go in spawnradius to prevent enemy to spawn or you can go to use incediary grenade/stab the radio to disable fob.(but if you are in good position and you have good line of fire on their fob,why go CQB?,just give them hell from your good position,they dont know where you are,they keep dying and at the end,they gonna loose their fob.)
Its up to you what kind of attack you like.

TICKET BLEED.
(Im not sure about this but lets try something)
- Both teams suffer ticket bleed when get killed or assets get destroyed.
- Destroying enemy fob causes ticket loss and amount depending what kind of fob is it.
so destroying 8 crate fob causes massive ticket loss.
- Capping the flag and building fob on flag gain tickets.
- Actual ticket bleed starts when you have capped 4 flags from 6.(cos in 3 flag vs 3 flag its even,lol)
- In 4 flags from 6 its not huge bleed,your team can still fight back easily.
- 5 flags from 6 its quite bad.tickets is going down but you can still do something.Fight and try to take that flag back to gain tickets.

When enemy have all the flags,tickets are going down....but this is where i want little change in pr.
If you have your attack rallypoint somewhere good place,you can try counter attack from there.( see alternative thought at bottom)


OVERALL TICKETS:
both teams have 300 tickets in start.
when team caps flag and build fob there,100 tickets is gained.
so in 3 flag vs 3 flag situtiation both team have 500 tickets.
so if enemy manage to take one more flag,they gain more tickets and other teams ticket start to bleed.

My proposal for FOB`S and RALLYS assets:
Attack rallypoints
1 crate attack rallypoint
15 soldiers.

2 crate attack rallypoint
20 soldiers
Foxholes
1 HMG
(maybe spawnable vehicle)

Light defend fobs
1 crates fob
25 soldiers
Foxholes
Barbwires
2 HMG`s

Medium defend fobs
2 crates fob
30 soldiers
Foxholes
Barbwires
2 HMG`s
1 AA gun

Heavy defend fobs
4 crates fob
40 soldiers
Foxholes
Barbwires
2 HMG
AA gun

6 crates fob
40 soldiers
Foxholes
Barbwires
Vehicle supply depot
2 HMG
AA gun
Deployable TOW


7 crates fob
45 soldiers
Foxholes
Barbwires
2 HMG
AA gun
deployable TOW
Mortars

8 crates fob
60 soldiers
Foxholes
Barbwires
2 HMG
AA gun
Deployable TOW
Mortars

there should be just one deployable vehicle supply depot in map.

So this would require more options to the squadleader radio.
there should be button where he can just deploy attack rallypoints.
Deploy rallypoint/asset (left click/right click)
Pushing left he gets options of:
1 crate rally
2 crate rally
And pushing right he gets assets what he can deploy on attack rally.


There should be button where he can just deploy defend fobs.

Deploy forward outpost/asset (left click/right click)
So pushing left he gets options:
1 crate fob
2 crate fob
4 crate fob
6 crate fob
7 crate fob
8 crate fob
pushing right click he gets option of all assets.


some alternative thoughts:
thought 1:
maybe if can do that way that if your team have attack rallypoint somewhere and enemy has taken all the flags,tickets is not gonna reach zero.
enemy must find your attack rally to finish the round.
that way loosing team can still try to do something to prevent loss.
thought 2:
is there way to make vehicles spawn to the attack rallypoint?
if is,please give one attack vehicle there
if situtiation is like in thought 1,then those final 20 soldiers can take that tank and try counter attack

thats all.little brainfart from me there.
its hard to me to get this done with my english and unknowledge about coding,mapping.
coders and mappers know better.
this gamemode requires commander,everyone should be in mumble and voip.
this would work only on best servers like TG T&T and so on.
but if there too much coding,hardcodedness,hardcoreness maybe in arma2pr mod or even in pr2?
:o ops:

EDIT:Vehicle supply depot moved in 6 crate fob
Last edited by maarit on 2010-08-16 07:03, edited 4 times in total.
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: New game mode and mechanics.

Post by goguapsy »

I can see what you are trying to do.

But wouldn't it be much simpler to make maps with fortifications in the middle of the flags (ie. you must "invade a castle" in order to clear the enemies out of it and claim victory? Perhaps the team's flag can waiver over the castle tower?) instead of deployable FOBs? Make flags spawnable?

Simple mapping over lots of coding ;) It would SURe be a LOT of fun trying to capture those huge bunkers, and would involve a LOT of teamwork to capture a heavily defended 360º area of fire fortification... I can see pure epicness going on, with half the team distracting the enemy while a squad sneaks up from behind and clears the whole place up...

Just make sure there are no Air Assets or heavy guns there... Focus on mobile infantry (with HMMVVs and light vehicles instead of APCs).

EDIT: Perhaps a attack-defend style of gameplay? ie. You have 1 hour to capture the castle and resupply and stuff. Now the other team has to attack it while you defend it. Whoever has the least deaths by the end of the 4-hour round or the team who holds the castle for 1 hour with the other team not capturing it wins... + the 300tickets limit...
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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rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: New game mode and mechanics.

Post by rushn »

sooo much text :p
can you explain in a brief sentence?
Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: New game mode and mechanics.

Post by Imchicken1 »

I wouldnt mind a briefer explenatino too :wink:

As for Goguapsy's idea, its kind of like King Of The Hill in my opinion
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I won't cluck for you
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: New game mode and mechanics.

Post by maarit »

in short.
you can only deploy fobs in neutral/friendly flags...
but there should be few deployable spawnpoints that you can deploy anywhere on map and flank with greater force to the enemy flag.
attack/defend spawnpoints.
defend spawnpoints have much more deployable assets,attack spawnpoints have just a little.
fobs have limited spawns and it depends how much your team has done work with them.
with two supply crates you get x amount of spawns/assets.
with 8 supply crates you get biggest amount of spawns and all the goodies on your flag.
so you must decide where you gonna deploy strongest/weakest fobs.
whatshisname55
Posts: 955
Joined: 2010-07-16 03:05

Re: New game mode and mechanics.

Post by whatshisname55 »

I'd like goguapsy's idea if you could destroy castle walls with heavy weapons :D
And maarit, your idea is really complex, but it sounds pretty interesting.
maarit
Posts: 1145
Joined: 2008-02-04 17:21

Re: New game mode and mechanics.

Post by maarit »

8)
lets see with pics.

yamalia.
canadians vs russians.
in first pic,teams spawn their mainbases and deploys fobs and cap the flags.
[ATTACH]5507[/ATTACH]
in second pic,teams proceed to the next flags and cap and build fobs and capit.
[ATTACH]5508[/ATTACH]

now things get interesting.what kind of fobs both team have managed to build on flags?
do they want attack yet or do they want strenghten they positions?what if other team build more and other team start to attack?
well....next pic.
canadians have started to proceed to the H3 to place their attack positions and try to proceed from there to the objective november.now it depends so much what kind of fob in november russians have.canadians put first shots against russian forces and then starts fight between two fobs.

[ATTACH]5509[/ATTACH]

okey,i put this in to end.
russians started to fortifie their mainbase with strenght,they builded 8 crate fob there.
it eated so much time for them so that they dont managed to build any strong fob to the november.just 25 soldiers few HMG`s AA gun.Medium defend fob.
canadians came from H3 with APC support.APC put huge fire to the november and canadian infantry give them hell.after 15 minutes firefight,there was silence.
canadians rolled to the russian flag,taked out hostiles and fortified flag november.
and so on.
i really dont know what then happened because i wasnt there.
i hope,that one day,im in there...ingame :lol: :lol:

result would be different if russians have started quickly to deploy just light defend fob on their mainbase,allready put logitrucks go in second flag with support of airtransports.deploy there 6 crate fob with vehicle supply depot.
from there would be short way to the november.
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Last edited by maarit on 2010-08-16 08:12, edited 1 time in total.
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: New game mode and mechanics.

Post by Brainlaag »

Meh IMO it would be very chaotic. I dont think this is gonna work, but TBH I would love to see a "King-Of-The-Hill" game-mode. Like goguapsy already said light vehicles only, maybe APCs at some point, similar to the old map Seven Gates (a bit tweaked of course).
Imchicken1
Posts: 512
Joined: 2008-11-08 05:09

Re: New game mode and mechanics.

Post by Imchicken1 »

Wasn't the game mode "Counter strike" or something?
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I won't cluck for you
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: New game mode and mechanics.

Post by Brainlaag »

Imchicken1 wrote:Wasn't the game mode "Counter strike" or something?
I mean the map itself. The huge PLA fortress as "HILL" to cap. :mrgreen:
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: New game mode and mechanics.

Post by goguapsy »

Imchicken1 wrote: As for Goguapsy's idea, its kind of like King Of The Hill in my opinion
That's the word I was looking for. Thanks.
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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