New Game Mode: Rebellion suppress

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Blackburn92xBHD
Posts: 187
Joined: 2009-03-10 14:23

New Game Mode: Rebellion suppress

Post by Blackburn92xBHD »

Hello Dear Community!

Rebellion Suppress:

Insurgents:
the insurgents will get multiple spawnpoints all over the map but they will disappear after a few minutes. so their objective is to build as many hideouts as possible (maybe they can spawn kits on the hideouts then?) so they assure that their teammembers are able to spawn in again..
the ticket amount will be unlimited like on insurgency mode.

Blufor:
Blufors objective is to sweep areas for hideouts and destroy them. they have limited tickets and will be working against time! the rebellion can only be suppressed when all the hideouts are destroyed and the last insurgent is dead!

this could be made with all the factions in PR and on all the maps that have insurgency mode no new maps needed no new weapons just a bit of coding work.

in my opinion a alternative layer with that game mode would increase the variety of the game and also it would be very nice to see MEC fighting insurgents maybe :P

what do you think?
Rhino
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Re: New Game Mode: Rebellion suppress

Post by Rhino »

Its an interesting an orignal idea, I'll give you that :)

Coding the insurgent end python wise might be a bit tricky, but should be possible.

Think it would however need a better, more catchy name however. Possibly just "Rebellion" but ye, the genera idea could work, will see what others think before I make my mind up totally on this :)
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Moszeusz6Pl
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Re: New Game Mode: Rebellion suppress

Post by Moszeusz6Pl »

I don't think that ending game when last insurgent die is a good idea, because searching every single building and bush in 2km would be pretty much impossible, if that guy want to survive as long as possible, and will relocate from time to time. I think it will be better to give them ticket bleed, or something similar to it via python, when they have no hideouts, and maybe small bleed when they have only one. Maybe also implement intel system, in which you gain points, when you arrest insurgence, and after getting enough points, one of hideouts is marked at map.

In overall, very good suggestion.

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zombie-yellow
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Re: New Game Mode: Rebellion suppress

Post by zombie-yellow »

I approve this mode ! It will be very fun, if well balanced.

Since it's a rebellion, I have this idea:

The BLUFOR spawns in control of the city, along as having a main off-city. The Insurgents spawns completely randomly in the city and have to destroy FOBs (not player-based FOBs, scripted FOBs, much like weapon caches) and for every FOB they destroy, they get acces to better weaponry and vehicles (maybe those nice new shiny BMPs :p )

Once they get rid of all the FOBs, they'll have to capture the BLUFOR main base.

It would make more sense that way because it's a Rebellion :p

Basically, my idea is the contrary of what the OP was thinking, but his idea was pretty much like Insurgency IMO ^^

Tell me what you think of this :)

EDIT: Also, Insurgents will finally have interesting and dynamic gameplay, since they'll be the main thing in this gamemode :p And BLUFOR will never get bored with their fancy toys anyway ^^
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AFsoccer
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Re: New Game Mode: Rebellion suppress

Post by AFsoccer »

An idea similar to this was suggested before and the biggest issue was not being able to re-spawn. Waiting for the whole team to die could be a long wait. You'll need to drastically re-think that part of your idea if this might work.
Spec
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Re: New Game Mode: Rebellion suppress

Post by Spec »

But if you end the round when all hideouts are destroyed, it'd be like a mix of insurgency and CnC. Could even work, I'd sure give it a try if someone did the coding...^^
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Rhino
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Re: New Game Mode: Rebellion suppress

Post by Rhino »

[R-CON]Moszeusz6Pl wrote:I don't think that ending game when last insurgent die is a good idea, because searching every single building and bush in 2km would be pretty much impossible, if that guy want to survive as long as possible, and will relocate from time to time. I think it will be better to give them ticket bleed, or something similar to it via python, when they have no hideouts, and maybe small bleed when they have only one. Maybe also implement intel system, in which you gain points, when you arrest insurgence, and after getting enough points, one of hideouts is marked at map.

In overall, very good suggestion.
[R-DEV]AFsoccer wrote:An idea similar to this was suggested before and the biggest issue was not being able to re-spawn. Waiting for the whole team to die could be a long wait. You'll need to drastically re-think that part of your idea if this might work.
Ye the whole waiting on other players to die and searching for them sucks ***.

But think think what Mosz suggested would not only be easier to code, ie, having a ticket bleed or ending the game once the insurgents/rebels lost all their hideouts, but would also solve this problem.
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waldov
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Re: New Game Mode: Rebellion suppress

Post by waldov »

I like the sounds of this one, My recommendations for this gamemode would be:
-Insurgents lose tickets rapidly after losing all there HIDEOUTs so remaining insurgents must race against time and pursuing Blufor teams to either rebuild or build a new HIDEOUT. (in other words you have 2 minutes to save the game.)
-Insurgents can only have a maximum of 5 HIDEOUTs at a time.
-HIDEOUTs spawn weapons OR alternately weapons can be requested from the HIDEOUT.
-Blufor lose when they run out of tickets. The Insurgents must be aggressive and ambush the Blufor (Not just a case of guys sitting around like insurgency). In other words the Hideouts act as areas for the insurgents to operate from not just defend. A ticket bleed will just result in Insurgents just hanging around there hideouts while the Blufor slowly lose.
-Insurgents do not have bomb trucks and technicals as its meant to be a "rebellion" not a full on insurgency. Each Hideout will spawn 1-RPGs 1-PKM 1-SVD 1-Artillary IED.

Thats just my take on it good idea anyway.
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Rhino
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Re: New Game Mode: Rebellion suppress

Post by Rhino »

Name suggestion that's just came to mind: "Uprising" :)
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Nate.
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Re: New Game Mode: Rebellion suppress

Post by Nate. »

[R-DEV]Rhino wrote:Name suggestion that's just came to mind: "Uprising" :)
Very good.


Problems I see:

- Ins placing hideouts in very unfair places.
- Unlimited tickets for INS are an incentive to throw one's life away.
- How will the Hideouts be placed? No requirements?



Suggestion:

Every Insurgent spawns without kit (civi). Only Squadleaders have a kit to place hideouts. Hideouts then spawn (limited amount of?) weapons the Civilians can pick up/request. This would simulate the "uprising"-character of the gamemode, where people start fighting against their oppressors, have to organize weaponry and such. Meaning that in the beginning blufor can go and search for the "agitating persons" before they manage to build hideouts, which would give the start of the game a nice hide&seek character ;)
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Heavy Death
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Re: New Game Mode: Rebellion suppress

Post by Heavy Death »

Uprising, Rebellion... boths are good. :D

So a CnC Insurgency. Maybe the game just ends after the last hideout is destroyed? Simpler. Or a quick-ish bleed.

Problem is, what prevents the insurgents from popping new hideouts after the old ones are destroyed?
Hulabi
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Post by Hulabi »

I think there's some serious potential here. :)
Jamaican
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Post by Jamaican »

Will it be a limited number of hideouts overall, like 5 Max on map at once and 15 hideouts overall

Or maybe limit SL building to one hideout per SL

Or allowed to build one hideout every 15 mins

Maybe one hideout every 15 mins could act like a growing rebellion if blue for don't act and insurgent spawns just grow until they basically overrun the map, like if they get 10 hideouts up blue for bleeds

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Last edited by Jamaican on 2013-06-19 10:23, edited 2 times in total.
camo
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Re: New Game Mode: Rebellion suppress

Post by camo »

my only worry is that people will just put glitched hideouts everywhere
edit: as in placing them inside buildings
Spec
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Re: New Game Mode: Rebellion suppress

Post by Spec »

We could make a specific hideout model (perhaps take a weapons cache model or something) that isn't as easy to place in a 'buggy' way and is intended for placement inside buildings. Would just have to make sure it's not easy/possible to place it inside walls and stuff.

Rest would be up to server admins. If someone places it in an impossible location, he's not going to do so without witnesses. Chances are high he'll be caught and can be punished.
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The Iron Dreamer
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Re: New Game Mode: Rebellion suppress

Post by The Iron Dreamer »

What about the Rally Point model? It's deployed in the feet of the SL.
Blackburn92xBHD
Posts: 187
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Re: New Game Mode: Rebellion suppress

Post by Blackburn92xBHD »

Nate(GER) wrote:Very good.


Problems I see:

- Ins placing hideouts in very unfair places.
- Unlimited tickets for INS are an incentive to throw one's life away.
- How will the Hideouts be placed? No requirements?



Suggestion:

Every Insurgent spawns without kit (civi). Only Squadleaders have a kit to place hideouts. Hideouts then spawn (limited amount of?) weapons the Civilians can pick up/request. This would simulate the "uprising"-character of the gamemode, where people start fighting against their oppressors, have to organize weaponry and such. Meaning that in the beginning blufor can go and search for the "agitating persons" before they manage to build hideouts, which would give the start of the game a nice hide&seek character ;)

i agree with you, but blufor will have many ways to destroy a hideout in an unfair position: mortars, tanks, APC's or maybe even attack helicopters...

i'm not sure if it would be a good idea to give the insurgents limited tickets because i think they would die much more often then the blufor since they are lower equipped...

but i like the idea with everyone spawning as civi except the squadleaders.. so the main objective in the first 10 minutes for blufor is to find the leaders of the rebellion, and if they dont manage to kill all of them then the rebellion uprises :D

and i also dont think that there should be any requirements for placing hideouts for the insurgents because its hard enough to fight with the insurgent equippment and having your teammates yelling allahu ackbar all the time :D
Moszeusz6Pl
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Re: New Game Mode: Rebellion suppress

Post by Moszeusz6Pl »

I like idea with everybody spawning as civilian, and SL need to build hideouts first, but I would require adding shovels to civis, which will replace resuscitate, or replace pistol for Officer. I think that there should be weapon caches instead of hideouts, which will start slowly spawning kits, so first some with shotgun and bolt-action rifles, after like 5 min first AKs, after 10 ARs, marksman rifles, saper kits, like AT, and after 20 MMGs, HAT, Arty IEDs. So it would encourage players to actually defend this caches, so they can defend and ambush BLUFOr better, instead of moving from one part of map to another placing hideouts randomly.

I also think that some limit like 5 hideouts atm, and 10 within hour would prevent players from hiding it and abandoning.

About some glitched hideouts that cannot be found , I propose intel system, so which will reveal oldest cache after gathering enough points. I don't think there would be possible position impossible to destroy, since BLUFOR have mortars, armor and CAS, which should be able to kill it in every position, but ticket bleed when INS have only few caches can fix this issue a bit, in case if there would be one or two glitched places on the map.

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Mats391
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Re: New Game Mode: Rebellion suppress

Post by Mats391 »

[R-CON]Moszeusz6Pl wrote:
I also think that some limit like 5 hideouts atm, and 10 within hour would prevent players from hiding it and abandoning.
id rather go for a similar system like limited kits use: you have a pool of 3 hideouts, after one hideout is completly destroyed (gone from map) it will return back to the pool after 10min.
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Moszeusz6Pl
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Re: New Game Mode: Rebellion suppress

Post by Moszeusz6Pl »

Mats391 wrote:id rather go for a similar system like limited kits use: you have a pool of 3 hideouts, after one hideout is completly destroyed (gone from map) it will return back to the pool after 10min.
Yes this is what i was thinking about.

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