New Game Mode: Rebellion suppress
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MoulinKiller
- Posts: 390
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Re: New Game Mode: Rebellion suppress
This sound very intersting. Let's see how things work out ! *grabs popcorn*
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Darman1138
- Posts: 569
- Joined: 2013-02-01 03:50
Re: New Game Mode: Rebellion suppress
I agree. Conventional forces aren't always trying to oust a rebellion.B.Pronk(NL) wrote:Why can't the insurgents be the attacking force for once?
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waldov
- Posts: 753
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Re: New Game Mode: Rebellion suppress
Yeah that would be cool but that would require a new game mode. Theres no point cramming it all into one game mode so i think this one should keep as it is , BLUFOR trying to crack a local uprising. Anyway as recall i heard word about a new game mode for AAS where one team has to overrun the other teams base/flag, think about Korengal valley, Sangin and Siege at Ochimra for example. So im pretty sure we should see some attack/defend game modes involving the insurgents, just ask the DEVs to be sure.Darman1138 wrote:I agree. Conventional forces aren't always trying to oust a rebellion.
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Darman1138
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Re: New Game Mode: Rebellion suppress
Yeah. I think they said they're calling it "Defence" or something where one team holds a position and the other tries to get in.waldov wrote:Anyway as recall i heard word about a new game mode for AAS where one team has to overrun the other teams base/flag, think about Korengal valley, Sangin and Siege at Ochimra for example.
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Blackburn92xBHD
- Posts: 187
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Re: New Game Mode: Rebellion suppress
I think unless you give the insurgents something to balance.. setting them as offensive force fighting against tanks, apc's, apaches and well equipped infantry would end in a disaster for the insurents (remembering all those durka durka jihad allahu ackbar yelling people in PR)
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Pronck
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Re: New Game Mode: Rebellion suppress
I think an upgraded Taliban team with .50 cal, SPG, Rhino's rocket techie, ZPU techie will do quite some harm if the BLUFOR only had heavy ground vehicles or CAS but not both. It often isn't the team that makes the insurgents faction so bad, it often are the people that are just running around mindlessly.
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waldov
- Posts: 753
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Re: New Game Mode: Rebellion suppress
Yeah the Insurgents in the offense have the advantages of the ability to maneuver, choose of where to attack and the advantage of numbers. so i think it would be balanced. Anyway keep it back on topic guys.
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camo
- PR:BF2 Developer
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- Joined: 2013-01-26 09:00
Re: New Game Mode: Rebellion suppress
haha thinking of doing the exact same thingMoulinKiller wrote:This sound very intersting. Let's see how things work out ! *grabs popcorn*
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Pvt.LHeureux
- Posts: 4796
- Joined: 2009-04-03 15:45
Re: New Game Mode: Rebellion suppress
You realise that we could also make uprising maps about not only arabs populations, but russians (militia) too or other new civilian factions, like an uprising in UK, etc.
CHILDREN OF MEN!
CHILDREN OF MEN!

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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Murphy
- Posts: 2339
- Joined: 2010-06-05 21:14
Re: New Game Mode: Rebellion suppress
Nice idea! I just see a few issues though.
First off if we have everyone start civi excluding SLs who has the shovels to dig said hideouts? No one....hmm might be an issue? If we give civilians shovels they are no longer serving their only actually defined role, the insurgent medic.
Secondly if we can request weapons from hideouts it should be limited to riflemen only in my opinion. While I don't disagree with giving the insurgents Arty IED/Sapper/AR/RPG kits I strongly feel they should be pick-up kits from the ins main, I fail to see the logic behind giving out 5 or so arty-IED and RPG kits when even in INS mode these kits aren't so readily available.
The third issue I could conceive of is how to handle Blufor assets. I envision a very long spawn time for any asset that requires crewmen to simulate them being deployed from a larger FOB some distance away. Not every FOB has heavy assets like armour or air simply because they cannot support the logistics required to sustain such a force, and in this scenario I think it would even the playing field to allow the INS team to have a fair bit of breathing room at the start of the round. Giving the Blufor limited access to firepower would not only heighten the tension of the defenders but also allow the attackers to be a little more bold while time permits, this could also encourage ambushes to stop the heavy guns from getting to the guys who need help. It would be an entirely new dynamic in which the heavy assets are on their own, without infantry support, until they fight through the guys trying to blow them up. So for once the insurgents can hold the upper hand on those shiny Blufor toys everyone is so eager to get their hands on, and only smart/patient crews would be able to use said assets to the potential AFTER making it through the initial gauntlet of bombs/rockets/missles.
The game mode feels like more of a scenario a lot of ISAF are facing today, they are trying to suppress the insurgency in the local population by having a presence in the area but in the end they seem to just draw the enemies to their FOBs/CPs. It seems like a really plausible situation, and if you take some time and check out some newer documentaries about Afghanistan you can find many soldiers recounting situations where they are cut off and surrounded by insurgents looking to take back the area.
Great suggestion to the OP and I really hope this concept can be fleshed out and implemented sometime soon!
First off if we have everyone start civi excluding SLs who has the shovels to dig said hideouts? No one....hmm might be an issue? If we give civilians shovels they are no longer serving their only actually defined role, the insurgent medic.
Secondly if we can request weapons from hideouts it should be limited to riflemen only in my opinion. While I don't disagree with giving the insurgents Arty IED/Sapper/AR/RPG kits I strongly feel they should be pick-up kits from the ins main, I fail to see the logic behind giving out 5 or so arty-IED and RPG kits when even in INS mode these kits aren't so readily available.
The third issue I could conceive of is how to handle Blufor assets. I envision a very long spawn time for any asset that requires crewmen to simulate them being deployed from a larger FOB some distance away. Not every FOB has heavy assets like armour or air simply because they cannot support the logistics required to sustain such a force, and in this scenario I think it would even the playing field to allow the INS team to have a fair bit of breathing room at the start of the round. Giving the Blufor limited access to firepower would not only heighten the tension of the defenders but also allow the attackers to be a little more bold while time permits, this could also encourage ambushes to stop the heavy guns from getting to the guys who need help. It would be an entirely new dynamic in which the heavy assets are on their own, without infantry support, until they fight through the guys trying to blow them up. So for once the insurgents can hold the upper hand on those shiny Blufor toys everyone is so eager to get their hands on, and only smart/patient crews would be able to use said assets to the potential AFTER making it through the initial gauntlet of bombs/rockets/missles.
The game mode feels like more of a scenario a lot of ISAF are facing today, they are trying to suppress the insurgency in the local population by having a presence in the area but in the end they seem to just draw the enemies to their FOBs/CPs. It seems like a really plausible situation, and if you take some time and check out some newer documentaries about Afghanistan you can find many soldiers recounting situations where they are cut off and surrounded by insurgents looking to take back the area.
Great suggestion to the OP and I really hope this concept can be fleshed out and implemented sometime soon!

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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: New Game Mode: Rebellion suppress
For the first question im guessing the civis will be different then the traditional civilians, they will only be able to build FOBs and distract the Blufor, maybe each squad can have one medic civilian as well?Murphy wrote:Nice idea! I just see a few issues though.
First off if we have everyone start civi excluding SLs who has the shovels to dig said hideouts? No one....hmm might be an issue? If we give civilians shovels they are no longer serving their only actually defined role, the insurgent medic.
Secondly if we can request weapons from hideouts it should be limited to riflemen only in my opinion. While I don't disagree with giving the insurgents Arty IED/Sapper/AR/RPG kits I strongly feel they should be pick-up kits from the ins main, I fail to see the logic behind giving out 5 or so arty-IED and RPG kits when even in INS mode these kits aren't so readily available.
The third issue I could conceive of is how to handle Blufor assets. I envision a very long spawn time for any asset that requires crewmen to simulate them being deployed from a larger FOB some distance away. Not every FOB has heavy assets like armour or air simply because they cannot support the logistics required to sustain such a force, and in this scenario I think it would even the playing field to allow the INS team to have a fair bit of breathing room at the start of the round. Giving the Blufor limited access to firepower would not only heighten the tension of the defenders but also allow the attackers to be a little more bold while time permits, this could also encourage ambushes to stop the heavy guns from getting to the guys who need help. It would be an entirely new dynamic in which the heavy assets are on their own, without infantry support, until they fight through the guys trying to blow them up. So for once the insurgents can hold the upper hand on those shiny Blufor toys everyone is so eager to get their hands on, and only smart/patient crews would be able to use said assets to the potential AFTER making it through the initial gauntlet of bombs/rockets/missles.
The game mode feels like more of a scenario a lot of ISAF are facing today, they are trying to suppress the insurgency in the local population by having a presence in the area but in the end they seem to just draw the enemies to their FOBs/CPs. It seems like a really plausible situation, and if you take some time and check out some newer documentaries about Afghanistan you can find many soldiers recounting situations where they are cut off and surrounded by insurgents looking to take back the area.
Great suggestion to the OP and I really hope this concept can be fleshed out and implemented sometime soon!
Secondly there is not meant to be any main for the insurgents, and the request able RPGs and IEDs etc. will have a limited number just like traditional insurgency (except there maybe a little bit more given that they dont have any techies or bomb trucks , maybe they could have some bomb cars scattered around though.)
Thirdly I agree with the idea, maybe insurgents should be able to go very close to the Blufor main so they can easily ambush vehicles coming straight out of it and harras anyone inside there (just as they do in real life) to put pressure off there forces in the field , given the more then usually disparities of force between the insurgents and Blufor in this gamemode.
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: New Game Mode: Rebellion suppress
You can easily code a flag for the insurgent faction. Which is uncappable, unseen and has no spawnpoint. And basically have the winning reason to have none of a certain type of object. Right?
Xact Wicca is The Joker. That is all.
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sweedensniiperr
- Posts: 2784
- Joined: 2009-09-18 10:27
Re: New Game Mode: Rebellion suppress
my thoughts
-feels alot like regular insurgency
-don't think weapons should be taken from fobs, perhaps from random caches, sort of like where caches are seen in asad khal, and maybe even a main(permanent supply)?
-i feel like the match could be over quite quickly
-fob overrun distance tweaking. lower? higher?
-fob to fob build distance tweak? here i feel like it should be lowered
-feels alot like regular insurgency
-don't think weapons should be taken from fobs, perhaps from random caches, sort of like where caches are seen in asad khal, and maybe even a main(permanent supply)?
-i feel like the match could be over quite quickly
-fob overrun distance tweaking. lower? higher?
-fob to fob build distance tweak? here i feel like it should be lowered
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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: New Game Mode: Rebellion suppress
Firstly i dont think its really anything like regular insurgency, unless insurgency only had unknowns. This gamemode will require some major searching and recon ability from the Blufor as well as having to operate in a hostile environment full of non-combatants (much like the conflicts today.sweedensniiperr wrote:my thoughts
-feels alot like regular insurgency
-don't think weapons should be taken from fobs, perhaps from random caches, sort of like where caches are seen in asad khal, and maybe even a main(permanent supply)?
-i feel like the match could be over quite quickly
-fob overrun distance tweaking. lower? higher?
-fob to fob build distance tweak? here i feel like it should be lowered
Secondly you're right that the rounds could be over fast, but that all depends on the Blufors strategy, a quick rush will make them easy prey for quickly armed insurgents who will also be able to seize more weapons off the Blufor (as in real life, and an important aspect of the game for the insurgents) or risk an organized sweep that will give the insurgency time to arm up and prepare a strong defense. The fact this gamemode could be short isnt an issue to me.
thirdly, yeah im not sure about the FOB overrun distance thing id say it probably would need to be increased to give the Blufor a chance.
Lastly, id agree the FOB distance should be lowered for this mode, the only problem i see is an uncoordinated team where a whole bunch of noob squads dont coordinate and just build half the FOBs around the beginning spawn point.
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Arab
- PR:BF2 Developer
- Posts: 2898
- Joined: 2012-05-18 03:37
Re: New Game Mode: Rebellion suppress
The round will be over quickly with CAS due to good pilots that can quickly find camps. This and an attack helicopter for shooting down rebels is unrealistic. (Except the footage leaked of an attack helicopter gunning civilian journalists in Afghanistan leaked by Bradley Manning who was and probably is still being tortured by the shitty US Government, and other dickhead governments who are against the truth being out)B.Pronk(NL) wrote:I think an upgraded Taliban team with .50 cal, SPG, Rhino's rocket techie, ZPU techie will do quite some harm if the BLUFOR only had heavy ground vehicles or CAS but not both. It often isn't the team that makes the insurgents faction so bad, it often are the people that are just running around mindlessly.
Maybe you could add the Riflemen Specialist to also have tear-gas, and rebels to have masks made from cloth that protect against gas-attack?
Rifle and Rubber Bullet Pistol, Restrainer, Mask and Tear-Gas are the Riflemen Specialist's kit. When a Civilian is injured and bleeds out, or killed by Rubber Bullet Pistol, then the person must use the Restrainer on the body to 'arrest' him, and the civilian player will be seeing 'Dead', and this includes a small intelligence.
Tear-Gas and then hit with the Rubber Bullet Pistol.
Molotov Cocktail kits should be randomly spawned too! I'd like to see that!
Last edited by Arab on 2013-06-27 11:42, edited 2 times in total.
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Pronck
- Posts: 1778
- Joined: 2009-09-30 17:07
Re: New Game Mode: Rebellion suppress
With CAS I mean especially Kiowas (Hellfire version or the canon and hydra version), Cobra and Apaches who were also widely used in Iraq and Afghanistan are also good, this however needs a test. Maps like Karbala and Kokan have a very low max. height from where you can still see the ground, this with stingers, spawnable technicals with big caliber guns used in the right way could balance things out. You don't need to drive them in the open, hide them behind buildings and when the helicopters fly open engage the helicopter.
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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: New Game Mode: Rebellion suppress
Yeah some more firepower for insurgents would be needed to add CAS, this gamemode is more like BHs dropping squads into the city to search out enemy positions etc. (think Mogadishu!). The normal Insurgency game mode needs more CAS and insurgent AA IMO but this gamemode isnt for that really.B.Pronk(NL) wrote:With CAS I mean especially Kiowas (Hellfire version or the canon and hydra version), Cobra and Apaches who were also widely used in Iraq and Afghanistan are also good, this however needs a test. Maps like Karbala and Kokan have a very low max. height from where you can still see the ground, this with stingers, spawnable technicals with big caliber guns used in the right way could balance things out. You don't need to drive them in the open, hide them behind buildings and when the helicopters fly open engage the helicopter.
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Pronck
- Posts: 1778
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Re: New Game Mode: Rebellion suppress
Blackburn suggested it, why not let hem give the feedback on this?
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waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: New Game Mode: Rebellion suppress
No ones stopping him...B.Pronk(NL) wrote:Blackburn suggested it, why not let hem give the feedback on this?
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The_Turkish_Moose
- Posts: 307
- Joined: 2013-03-16 14:40
Re: New Game Mode: Rebellion suppress
I think "Seek and Destroy" would be a good nameThink it would however need a better, more catchy name however. Possibly just "Rebellion"





