Clear, Secure, Control.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Clear, Secure, Control.

Post by Pronck »

That is only possible with filled 100p servers.
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AnA10Warthog
Posts: 228
Joined: 2012-09-09 15:56

Re: Clear, Secure, Control.

Post by AnA10Warthog »

This could be epic. My only complaint is no AI civis.
"There's no way it's 3:30, oh wait, that's not my clock, that's my altimeter."-Happy, DCS World
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Clear, Secure, Control.

Post by Pronck »

Well if we also want to represent PID or better said Positive Indentivication and ROE like in real life they should be in the game at a certain stage this to prevent CAS rape and "hover and kill" things. Because the last thing I want is some vanilla style action and teamswitchers for 1337 assetz...
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AnA10Warthog
Posts: 228
Joined: 2012-09-09 15:56

Re: Clear, Secure, Control.

Post by AnA10Warthog »

B.Pronk(NL) wrote:Well if we also want to represent PID or better said Positive Indentivication and ROE like in real life they should be in the game at a certain stage this to prevent CAS rape and "hover and kill" things. Because the last thing I want is some vanilla style action and teamswitchers for 1337 assetz...
The biggest problem is I'm not sure if that is possible in the BF2 engine. I mean, AI civies.
"There's no way it's 3:30, oh wait, that's not my clock, that's my altimeter."-Happy, DCS World
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: Clear, Secure, Control.

Post by SShadowFox »

This would make the SLs think before calling CAS, also it stimulate the pilot need to ask for a target description, simple and awesome.

Edit :

AI Civies would be awesome, but probably it's not possible or it's hardcoded, imagine you interact with 'em and ask for medicine, cache position, HO position, concentrations of enemies, etc.
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AnA10Warthog
Posts: 228
Joined: 2012-09-09 15:56

Re: Clear, Secure, Control.

Post by AnA10Warthog »

SShadowFox wrote:This would make the SLs think before calling CAS, also it stimulate the pilot need to ask for a target description, simple and awesome.

Edit :

AI Civies would be awesome, but probably it's not possible or it's hardcoded, imagine you interact with 'em and ask for medicine, cache position, HO position, concentrations of enemies, etc.
That's one thing that ArmA has. I feel that maybe, if they had 100+ Player slots, made a portion of them bots playing a Civi kit that can't be shot at, then that could be a decent work around.
"There's no way it's 3:30, oh wait, that's not my clock, that's my altimeter."-Happy, DCS World
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: Clear, Secure, Control.

Post by killonsight95 »

if you had 128P server of which 28 of those "people" were bots which would have a set path or a set way of reacting to enemies around a cache or not.
You wouldn't be able to interact with them, but they'd be able to maybe once in a while roam into the cache building then out again. of course you wouldn't be able to arrest them for intelligance points as that'd make it to easy.
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Clear, Secure, Control.

Post by Pronck »

Wait, before we get back to the caches, these are there to function like supply crates the last thing I want is again more cache hunting. So unless the OpFor gets crates they should use caches that don't take away tickets.
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DftaAus
Posts: 2
Joined: 2012-10-14 11:59

Re: Clear, Secure, Control.

Post by DftaAus »

this sounds like an awesome gamemode and it seems like teamwork will really be needed. small 4 or so man groups with mixed weapons performing sweep and clear patrols would require good communication and be alot of fun :)
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: Clear, Secure, Control.

Post by Acemantura »

100 player servers will be taxed to the brink with just human players. You would need to utilize others cores for the AI, and we dont have any software engineers that could make that happen.

I do like that the insurgents get to go on the offensive though, way to think outside the box.
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Clear, Secure, Control.

Post by Pronck »

AI was something other people came up with. It isn' necessary for this game mode though.
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Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Clear, Secure, Control.

Post by Pvt.LHeureux »

Let this gamemode in the game, like described in the first post it would work well. One thing though is that there should be no rearm points in the "fortresses" so logistics would play a big part (Blackhawks doing constant supply runs to the flags)
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waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: Clear, Secure, Control.

Post by waldov »

Could be risky but i like the sounds of that idea pvt Heurex just need to make sure it isnt a matter of waiting forever to get a pickup.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Clear, Secure, Control.

Post by Pvt.LHeureux »

I don't see how since you would be able to spawn on those outposts :razz:
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Microwaife
Posts: 627
Joined: 2011-03-17 11:46

Re: Clear, Secure, Control.

Post by Microwaife »

I love your idea, the only real problem I see is:

IT REQUIRES ALOT OF TEAMWORK!
If the whole team is spawning on one FOB, the other FOB's will be full of Talibs in a minute.


Maybe BLUEFOR should be able to retake FOB's that are hold by Talibans. But if you have this feature included the Teams should have the same size.

Keep on brainstorming!
lucky.BOY
Posts: 1438
Joined: 2010-03-03 13:25

Re: Clear, Secure, Control.

Post by lucky.BOY »

So do I understand it correctly? Blufor start woth a amount of fortresses, and try to hold as big area adjacent to them, fighting off insurgents and pushing yet more inside the insurgent territory.

But how will this end? when will Blufor win, when they lose?
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Clear, Secure, Control.

Post by Pronck »

The BLUFOR Will win when the insurgents run out of tickets they will lose them by dieing or losing the objective they have capped from the BLUFOR. BLUFOR will lose when they run out of tickets by dieing or losing their objectives. So it is kind of an AAS Spin-off ( Z0mg!)
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LITOralis.nMd
Retired PR Developer
Posts: 5658
Joined: 2010-04-10 16:15

Re: Clear, Secure, Control.

Post by LITOralis.nMd »

32 Blufor, 68 Insurgents.
Insurgents can only spawn with civilian or officer kit.
Insurgents ONLY GET 32 pick up kits spread out around the map,
It'll be like the Russians in Stalingrad, Insurgents must pick up the kits off the dead.
Otherwise the Insurgents can go play as civilians.
Arc_Shielder
Retired PR Developer
Posts: 1621
Joined: 2010-09-15 06:39

Re: Clear, Secure, Control.

Post by Arc_Shielder »

Why would unarmed people attack Blufor?

It's not like Blufor has anything to lose by shooting collaborators. They're not on the hunt but defending.
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Clear, Secure, Control.

Post by Pronck »

Yep. The way he descrived it is a reason to not play it. You need to attract everyone to the fight. Having no guns to choose will cause the deagh of the game mode for sure.
We are staying up!
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