New Game Mode: Rebellion suppress

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MoulinKiller
Posts: 390
Joined: 2009-12-20 16:01

Re: New Game Mode: Rebellion suppress

Post by MoulinKiller »

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

Post by Darman1138 »

B.Pronk(NL) wrote:Why can't the insurgents be the attacking force for once?
I agree. Conventional forces aren't always trying to oust a rebellion.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: New Game Mode: Rebellion suppress

Post by waldov »

Darman1138 wrote:I agree. Conventional forces aren't always trying to oust a rebellion.
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.
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Darman1138
Posts: 569
Joined: 2013-02-01 03:50

Re: New Game Mode: Rebellion suppress

Post by Darman1138 »

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

Re: New Game Mode: Rebellion suppress

Post by Blackburn92xBHD »

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)
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: New Game Mode: Rebellion suppress

Post by Pronck »

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.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: New Game Mode: Rebellion suppress

Post by waldov »

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
Posts: 3165
Joined: 2013-01-26 09:00

Re: New Game Mode: Rebellion suppress

Post by camo »

MoulinKiller wrote:This sound very intersting. Let's see how things work out ! *grabs popcorn*
haha thinking of doing the exact same thing
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: New Game Mode: Rebellion suppress

Post by Pvt.LHeureux »

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! :D
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Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: New Game Mode: Rebellion suppress

Post by Murphy »

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!
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waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: New Game Mode: Rebellion suppress

Post by waldov »

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!
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?

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
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Re: New Game Mode: Rebellion suppress

Post by Wicca »

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.
sweedensniiperr
Posts: 2784
Joined: 2009-09-18 10:27

Re: New Game Mode: Rebellion suppress

Post by sweedensniiperr »

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
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waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: New Game Mode: Rebellion suppress

Post by waldov »

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
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.

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

Post by Arab »

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.
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)

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

Post by Pronck »

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.
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: New Game Mode: Rebellion suppress

Post by waldov »

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.
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.
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Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: New Game Mode: Rebellion suppress

Post by Pronck »

Blackburn suggested it, why not let hem give the feedback on this?
waldov
Posts: 753
Joined: 2012-06-26 04:01

Re: New Game Mode: Rebellion suppress

Post by waldov »

B.Pronk(NL) wrote:Blackburn suggested it, why not let hem give the feedback on this?
No ones stopping him...
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The_Turkish_Moose
Posts: 307
Joined: 2013-03-16 14:40

Re: New Game Mode: Rebellion suppress

Post by The_Turkish_Moose »

Think it would however need a better, more catchy name however. Possibly just "Rebellion"
I think "Seek and Destroy" would be a good name
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