New VIP Gamemode makeover using current maps
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hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
Re: New VIP Gamemode makeover using current maps
I'm liking the idea of VIP mode coming back, but I think the VIP should stay with his team instead of what johny said, it would make being the vip boring. I can't really think of much to add to this, I agree that basrah would work nicely, though I think Muttrah would be the most 'fair' map for both sides (without the carrier of course) because of the rooftops to ambush from and lots of street to street figthing that is sure to get very intense.
On the subject of armour, I don't think that anything above 50 cal should be available since all the insurgents will be concentrated in a small area, and the main gun of a Bradley/AAV would utterly decimate the insurgents much too quickly.
On the subject of armour, I don't think that anything above 50 cal should be available since all the insurgents will be concentrated in a small area, and the main gun of a Bradley/AAV would utterly decimate the insurgents much too quickly.

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Microwaife
- Posts: 627
- Joined: 2011-03-17 11:46
Re: New VIP Gamemode makeover using current maps
I think Op. Archer is a good map for this gamemode. The BLUEFOR would have 2 different routes with checkpoints along the way, so that they need to stay on the road.
Just my thoughts, love the VIP gamemode idea.

Just my thoughts, love the VIP gamemode idea.

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=HCM= Shwedor
- Posts: 432
- Joined: 2009-09-04 22:17
Re: New VIP Gamemode makeover using current maps
The original concept was for an "escort" type VIP mission, but I am seeing quite a few "extraction" type VIP missions proposed. I believe the escort version (in which the VIP starts with his team and sticks with him the entire time) is somewhat more fit for the current incarnation of PR, the extraction version quite simply isn't as teamwork involved as escort and is more dependent on a single VIP. While it would be a rush for that particular VIP, there is really nothing for the rest of the team to do if the VIP is sneaky enough. A forced route, and a common starting point, would encourage the rest of BLUFOR to stick with the VIP in addition to the lack of a firebase building capability and no other objectives for BLUFOR. On Basrah, or for that matter any VIP-altered map, I would still support the use of a single (1) APC. One APC would give the BLUFOR a counter to the two insurgent SPG emplacements (insurgents can build fobs because they have no need for crates, BLUFOR's crate laying ability is removed). The Warrior APC's are weak against the large number of RPG's as well, it only takes 1-2 hits to kill a Warrior, especially when fired from above the elevation of the 30mm gun. The inclusion of ranged weapons such as the CLV Panther and Warrior would encourage the insurgents to plan their ambushes in such a fashion that the strengths of their faction are utilized, short range CQB warfare. Sitting back and sniping with RPG and massed machinegun fire from 1000m will not be effective, it will be dirty urban warfare if balanced properly. Flags/objectives are the most critical part of making this gamemode effective, the flags must be placed in an urban setting or a confined passage (i.e. a valley), placing the flags in the middle of a desert will give BLUFOR too much of an advantage.
shwedor
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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: New VIP Gamemode makeover using current maps
I agree with shwedor definitely keep the escort aspect the extraction mode will end up to generic like modern fps games. And that operation archer idea looks cool would spice things up a little for the vip mode because the terrain is still sutible for CQB and ambushes but different then urban environment.
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hobbnob
- Posts: 997
- Joined: 2009-05-12 18:23
Re: New VIP Gamemode makeover using current maps
I kinda disagree with op archer to be honest, the routes are too far apart for the taliban to get from one route to the other.
For example, if the taliban spawn on the blue route waiting to ambush and the BLUFOR takes the red route, the taliban probably won't be able to get to the new route in time. What about a very short respawn timer (5-10 secs) so they can reposition quickly in case of a mistaken ambush location?
For example, if the taliban spawn on the blue route waiting to ambush and the BLUFOR takes the red route, the taliban probably won't be able to get to the new route in time. What about a very short respawn timer (5-10 secs) so they can reposition quickly in case of a mistaken ambush location?

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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: New VIP Gamemode makeover using current maps
The plan is that the insurgents will get to know the Blufors next checkpoint before the blufor do this will give them some time to prepare there ambush.
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PLODDITHANLEY
- Posts: 3608
- Joined: 2009-05-02 19:44
Re: New VIP Gamemode makeover using current maps
I haven't ever played VIP in its original but many ideas here don't sound very RE playable, that's what we need, not another idea/game mode that everyone gets really excited about but then two weeks after release no one ever plays it again.
Could you have a few maps available even all the Insurgent/taliban maps in some way?
I can't think of any ideas atm but it needs to be able to be replayed.
Could you have a few maps available even all the Insurgent/taliban maps in some way?
I can't think of any ideas atm but it needs to be able to be replayed.
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=HCM= Shwedor
- Posts: 432
- Joined: 2009-09-04 22:17
Re: New VIP Gamemode makeover using current maps
Just about every map that isn't a giant desert (i.e. Burning Sands/Kashan) can be made into this gamemode, and I do believe if it is made properly it will have replay value unlike C&C. H has a person who is learning Python and working on it for just Basrah though, not sure how much progress eskil is making atm. We would have to ask permission to experiment with more maps though. I made it a suggestion to find new ideas to build on what I have already thought out and maybe get some DEV who is already Python experienced to take it up and finish off where we have left which is going to be tough, especially considering quite a few DEVs already have their own projects going such as PN, Falklands, and Vietnam. Not to mention if a DEV is actually working on such a gamemode I doubt they would share that information, as they do have a penchant for secrecy. I do believe though that if we were to give a Python experienced DEV what we already have, he could probably crank this out in a day or so, if not a few hours. And even have a number of maps done within a week or so considering all the necessary assets are already ingame along with the maps, just a bit of planning and adding of assets along with the code and the mode is essentially done.
If you have any ideas on why it would not be replayable I do implore you to share your thoughts, any comments would be beneficial. I struggle to see how you are already assessing its replay value when we have yet to actually test a completed version with a full team. I think I will go and edit my original suggestion to include noteworthy opinions by commentators in this thread.
If you have any ideas on why it would not be replayable I do implore you to share your thoughts, any comments would be beneficial. I struggle to see how you are already assessing its replay value when we have yet to actually test a completed version with a full team. I think I will go and edit my original suggestion to include noteworthy opinions by commentators in this thread.
shwedor
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Zyco187
- Posts: 381
- Joined: 2010-03-11 19:46
Re: New VIP Gamemode makeover using current maps
i want to see this happen !!!!!
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Acemantura
- Posts: 2463
- Joined: 2007-08-18 06:50
Re: New VIP Gamemode makeover using current maps
This game mode needs to have griefer protection built in somehow.
Perhaps giving admins the ability to force a player to drop a kit, and not have it back or simply something that will deter deutschbags.
Perhaps giving admins the ability to force a player to drop a kit, and not have it back or simply something that will deter deutschbags.
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Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: New VIP Gamemode makeover using current maps
What about random spawning road blocks just like how caches randomly spawn in insurgency?
AfSoccer "I just don't see the natural talent."

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Eskil_swe
- PR:BF2 QA Tester
- Posts: 64
- Joined: 2012-06-05 13:42
Re: New VIP Gamemode makeover using current maps
The thought was to have like cache intel so Insurgents knows where Bluefore is going to, so they can prepare an ambush.CrazyHotMilf wrote:i have one quistion : will the insurgents know the blufor plan (where to move )or they dont ? because its gonna change the whole gameplay
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Eskil_swe
- PR:BF2 QA Tester
- Posts: 64
- Joined: 2012-06-05 13:42
Re: New VIP Gamemode makeover using current maps
A good idea, i like it. Gonna try take a look on it if i get time overgx wrote:What about random spawning road blocks just like how caches randomly spawn in insurgency?
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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: New VIP Gamemode makeover using current maps
Im curious has any work been taken on this gamemode hundreds of players out there are looking foward to new gamemodes.
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Eskil_swe
- PR:BF2 QA Tester
- Posts: 64
- Joined: 2012-06-05 13:42
Re: New VIP Gamemode makeover using current maps
Not much have been done, will see if i can do any progress.waldov wrote:Im curious has any work been taken on this gamemode hundreds of players out there are looking foward to new gamemodes.
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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: New VIP Gamemode makeover using current maps
I hope you can Eskil it'd be really awesome if this thing could get off the ground PR really needs something like this.
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007.SirBond
- Posts: 276
- Joined: 2012-12-12 05:03
Re: New VIP Gamemode makeover using current maps
There doesn't have to be a vip player. Why not just have a vip vehicle and maybe only vip kits can only drive that vehicle. Perhaps the convoy has to drive to certain points of abandoned BLUFOR bases and retrieve intel, these can spawn VSPs once capped which can repair the vehicle. BLUFOR can spawn in these bases once capped and they can appear randomly in the map. At random locations like the weapons caches in insurgency mode.
No need to remove the helicopters as the objective is to bring the vip vehicle to the finish.
Use intel packages to mark completion of mission. Example 5 packages must be done. The vip vehicle can carry up to 5 as well, or one. BLUFOR has option to go for all intel spots at once or if its too dangerous, deliever one vip truck back to main. The vip vehicle leaves main, retrieves intel packages then returns to main with the package or packages. When the vip vehicle is destroyed with a package, it punishes BLUFOR by losing a lot of tickets. OPFOR is unlimited tickets as usual. Perhaps arresting one civilian gives BLUFOR location of new Intel Package. Or like usual killing insurgents eventually gives new package location.
The vip vehicle respawns in BLUFOR main.
BLUFOR shud only allowed one IFV vehicle or heli to assist the convoy.
When a intel base is capped. BLUFOR spawns in thru parachute from above. Insurgents destroy the fob in the intel bases which removes the plane. Of course it can be recapped. Instead of a fob, maybe a beacon?
Also combat engineer kit shud be allowed one per sq. Removal of C4
OPFOR shud only have 50 cal techies and other vehicles but no bomb cars.
They can build blockages as well. Limited amount.
This mode can be done with PRs current state and already includes many of these elements. Thanks to shwedor for this idea.
No need to remove the helicopters as the objective is to bring the vip vehicle to the finish.
Use intel packages to mark completion of mission. Example 5 packages must be done. The vip vehicle can carry up to 5 as well, or one. BLUFOR has option to go for all intel spots at once or if its too dangerous, deliever one vip truck back to main. The vip vehicle leaves main, retrieves intel packages then returns to main with the package or packages. When the vip vehicle is destroyed with a package, it punishes BLUFOR by losing a lot of tickets. OPFOR is unlimited tickets as usual. Perhaps arresting one civilian gives BLUFOR location of new Intel Package. Or like usual killing insurgents eventually gives new package location.
The vip vehicle respawns in BLUFOR main.
BLUFOR shud only allowed one IFV vehicle or heli to assist the convoy.
When a intel base is capped. BLUFOR spawns in thru parachute from above. Insurgents destroy the fob in the intel bases which removes the plane. Of course it can be recapped. Instead of a fob, maybe a beacon?
Also combat engineer kit shud be allowed one per sq. Removal of C4
OPFOR shud only have 50 cal techies and other vehicles but no bomb cars.
They can build blockages as well. Limited amount.
This mode can be done with PRs current state and already includes many of these elements. Thanks to shwedor for this idea.
Last edited by 007.SirBond on 2012-12-16 05:46, edited 7 times in total.
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xambone
- Posts: 548
- Joined: 2010-04-20 16:58
Re: New VIP Gamemode makeover using current maps
This VIP mode would set the PR 1.0 patch on fire! in a good way of course.
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risegold8929
- Posts: 340
- Joined: 2012-02-05 22:13
Re: New VIP Gamemode makeover using current maps
Really love the idea of making it the VIP vehicle instead of a kit. Perhaps the vehicle contains something the insurgents must not get their hands on. (An ammunition transport truck even?)

CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing

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