Something to consider when the Marines make landfall and establish a staging ground (IE the first island they take), would be to have that flag turn un-cappable (as in the ARF can't take it back, similar to Kozelsk) to show they are establishing it with more reinforcements and supplies. Something instead of the Abrams could be 3-4 LAV-25's to simulate a Light Armored Recon (LAR) group being delivered to the beach via LCAC's. The ARF's BMP-1's and BTR-60's would still be a formidable foe.[R-CON]ChiefRyza wrote:Yes, probably between the Cobra and the Harrier, no Tanks on this map anymore though as you wouldn't really use them to take small islands. I'm also looking at making a system where there are two flags per island/set of islands, one for the Marines to take which will become a staging point and the other as the objective to move towards. I think this is the problem with Operation Barracuda now where the Marines often get pushed off the island again and again unless they really perform well. So hopefully you will assault the island, take the staging point 'flag' which will then provide a spawn point on that island. From there you will fight across the island to take the objective there. With a 4km map this is an absolute necessity to keep the gameplay flowing so I'll have to try and make it work for the map to be a success. Firebases are hardly considered as a staging point, they are so fragile and easy to destroy that the Marines wouldn't even have a chance if I didn't implement such a system.
I'd like to see the Marines be able to progress via AASV4 across the islands, it would mean a linear supply chain whilst still giving the options for the ARF to stage a decent counterattack or blunt the USMC's spearhead and make them lose a ton of tickets.
This is how the Marines stage an amphibious assault, would be some good inspiration for map development. It would almost be like an entirely new gamemode giving a rough simulation of how Marines really operate, unlike Barracuda where they are all over the place.
Heres a poorly painted example of what I mean:

The reward factor is based upon first islands, then the fight - regardless of the first cap - ends up in a centralized large island or what have you.















