This would be opposite to INSURGENCY GAMEMODE, how? Well, NATO/BLUFOR will have to defend a BIG Base from INSURGENTS, and INSURGENT's objective would be to destroy some Communications posts that would quit 25 tickets to NATO each one.
My idea for a map would be 2 bases, the one that has to be defended, big, and other with heavy/medium assets like transport choppers, apc's, etc.... the idea would be to make the REINFORCEMENTS to cross trhough insurgent's attack way and make them vulnerable to ambushes. Why? Because if you have a BIG base with heavy assets it would be VERY VERY difficult to break it defenses.
Explained the idea, let's go to the basic:
Insurgents:
Tickets: 400
Assets: Techincals, mortars,
Spawn:
- Little main base / bunker / cave with DoD enabled for BLUFOR.
- 10 expiring respawn ramdom caches with GUNS on it (like actual INSURGENT MODE but ALL 7 or 5 CACHES at same time). So they build hideouts.
Blufor:
Tickets: 300
Assets: APC's, Jeeps, Transport Trucks, Transport Heli, Light Attack choppers.
Objective: Defend communication posts or radios, that would be 2 at time, like actual caches for insurgents.
Spawn: In the two or more bases (mapper logic). So the DEFENDED base wouldn't have heavy assets: The reinforcements have to come from the other corner of the map. But the reinforcements to be able to enter an defend the main base, would need to pass trhough enemy way, being exposed to ambushes.
Other: Wouldn't be able to build FOBS as if you loose the spawn point in the DEFENDED base you would need to spawn at the second base (the one with assets) and be transported to the other base "AS REINFORCEMENT".
Insurgent's weapons cache would be destroyable like know but only for avoid heavy kits like RPG, if one get's destroyed wouldn't affect INS tickets. This is for keep the gamemode focused on defending and not search&destroy.
Any doubt's of my idea i'll try to let it clear.
Obviously mappers will have to get some bigger bases and more complicated to penetrate with more defenses.







