Men ofWar, an ww2 RTS, has a combat gamemode in wich 2 or more players are set on a map with no objectives at all, the objective is just kill the opponent the best way you can. While playing that gamemode it "forced" me to set defences in a village or somewhere where its benifitial to me.
So im suggesting a hybrid between CnC and AAS, a free combat mode with 3 starting FOBs per each team, wich would represent objectives, as in CnC.
For every destroyed FOB, the destroying team gets 1 additional FOB avaliable (like current flags, only they can be "moved"), while the team with the destroyed FOB must defend the other 2 or try to destroy an enemy one to gain a free FOB slot). For every lost FOB (completely dissapeared) the team loses 50 tickets, so that there is some point in defending and overrunning "objectives" not just plain killing, wich results in a bit more centralised fighting as now with flags. Now theres a problem. Why would a team want to place FOBs wich potentially cost them 50 tickets as they can just sit at main shooting out.
Therefore i'm suggesting gaining 40 tickets when placing a fob, so there is a benefit of having a fob set up for those extra tickets but there is also a chance of losing them if not defended.
How to make this thing more AAS style not vanilla random flag system. First only 2 FOBs are "necesarry" (the bleed wouldnt be hard on only 1 fob but just to remind you that you dont have 2(nothing that should make you go OMG the bleed will be our defeat!)), so its not CnC for kids but it doesnt split up the team in 3 parts, but the third FOB can be placed to gain tickets but you obviously put it at risk by either not defending it or put others at risk by reducing the man count on each of them.
Another thing is the rambo FOB runners (go past everybody knife theFOB, gtfo/die, problem solved), wich would be solved by FOB being destructable by C4 ONLY!, that would require more time to do it resulting in requiring more enemies cleared out wich represents seizing an area.
CO bzuild order needs to be introduced.
The predefined spawnpoints on maps like Barracuda (beaches) and such would stay to represent the land being in one teams hands.
Pros
- More "sandbox" element
- Promotes commander work
- More strategy involved on a bigger scale
- Recon elements come into play
- Possible slowig down in the gameplay
- Pretty much removes rushing
Cons
- Unorganized team
- Having no CO would hurt the gameplay
- Unrealistic troop insertion (going behind enemy and enemy going behind you)
- BF2 "flag" system without order.
Will add more later if needed...
I would love to see this thing tested (If you approve and work on it obviously) like you tested it with the RP system, shouldnt include much more than tweaking CnC, i hope.







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