idea for scenario mode in .7
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SethLive!
- Posts: 1582
- Joined: 2007-02-10 22:46
idea for scenario mode in .7
Scenario mode is one of the upcoming things in PR that i am really looking forward to. I heard that in OGT there would be an objective like blowing up the bridge and other cool stuff like that.
For .7 could we have a scenario like this: insurgents have to blow up the us embassy in bagdad or wherever the embassy is in iraq. The embassy would be destroyable like the buildings in helmland province, but much stronger. The Americans would have lots of tickets but would be hard pressed in defending the embassy from suicide bombers and such.
comments?
For .7 could we have a scenario like this: insurgents have to blow up the us embassy in bagdad or wherever the embassy is in iraq. The embassy would be destroyable like the buildings in helmland province, but much stronger. The Americans would have lots of tickets but would be hard pressed in defending the embassy from suicide bombers and such.
comments?
Someone please tell me that the above is irony.
Or I'll rip my own eyes out with a sardine. -[R-Mod] Masaq
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Clypp
- Posts: 2148
- Joined: 2006-07-17 18:36
I want scenario with several objectives for each team that can change dynamically.
For example, OGT:
Chinese objective 1: Destroy the bridge (Reward: Brits lose 50 tickets)
Chinese objective 2: Construct a firebase somewhere in sector C5 (Gain 20 tickets)
British objective 1: Defend the bridge from destruction for as long as possible (Maintain slow bleed on Chinese tickets)
British objective 2: Hold trenches for 5 consecutive minutes (Chinese lose 30 tickets)
Should the bridge be destroyed:
British objective 3: Construct bunker somewhere in B2 (Gain 20 tickets)
British objective 4: Destroy Chinese Radar and Chinese armory (Chinese lose chopper respawn and 20 tickets)
Chinese objective 3: Set explosives to destroy tunnel (Brits lose 30 tickets)
Chinese objective 4: Hold temple and north bridge bunker for 5 consecutive minutes (Gain 30 tickets)
This is just rough ideas made up on a spot. Any given map can have 10 such objectives for each team that come up both regularly and randomly (Bridge is a regular objective though destroy/hold is random while firebase locations are completely random among several key map areas) Except for the temporary and chained base holds (which could be in any location) no flags exist or can be capped, except the main bases of course.
For example, OGT:
Chinese objective 1: Destroy the bridge (Reward: Brits lose 50 tickets)
Chinese objective 2: Construct a firebase somewhere in sector C5 (Gain 20 tickets)
British objective 1: Defend the bridge from destruction for as long as possible (Maintain slow bleed on Chinese tickets)
British objective 2: Hold trenches for 5 consecutive minutes (Chinese lose 30 tickets)
Should the bridge be destroyed:
British objective 3: Construct bunker somewhere in B2 (Gain 20 tickets)
British objective 4: Destroy Chinese Radar and Chinese armory (Chinese lose chopper respawn and 20 tickets)
Chinese objective 3: Set explosives to destroy tunnel (Brits lose 30 tickets)
Chinese objective 4: Hold temple and north bridge bunker for 5 consecutive minutes (Gain 30 tickets)
This is just rough ideas made up on a spot. Any given map can have 10 such objectives for each team that come up both regularly and randomly (Bridge is a regular objective though destroy/hold is random while firebase locations are completely random among several key map areas) Except for the temporary and chained base holds (which could be in any location) no flags exist or can be capped, except the main bases of course.
Last edited by Clypp on 2007-04-21 03:06, edited 1 time in total.
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Jimmy_Smack
- Posts: 356
- Joined: 2007-02-07 16:11
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Jay
- Posts: 281
- Joined: 2006-07-03 19:39
Wow, those are really good ideas! I think this would add a lot to gameplay. Great thinking!Clypp wrote:I want scenario with several objectives for each team that can change dynamically.
For example, OGT:
Chinese objective 1: Destroy the bridge (Reward: Brits lose 50 tickets)
Chinese objective 2: Construct a firebase somewhere in sector C5 (Gain 20 tickets)
British objective 1: Defend the bridge from destruction for as long as possible (Maintain slow bleed on Chinese tickets)
British objective 2: Hold trenches for 5 consecutive minutes (Chinese lose 30 tickets)
Should the bridge be destroyed:
British objective 3: Construct bunker somewhere in B2 (Gain 20 tickets)
British objective 4: Destroy Chinese Radar and Chinese armory (Chinese lose chopper respawn and 20 tickets)
Chinese objective 3: Set explosives to destroy tunnel (Brits lose 30 tickets)
Chinese objective 4: Hold temple and north bridge bunker for 5 consecutive minutes (Gain 30 tickets)
This is just rough ideas made up on a spot. Any given map can have 10 such objectives for each team that come up both regularly and randomly (Bridge is a regular objective though destroy/hold is random while firebase locations are completely random among several key map areas) Except for the temporary and chained base holds (which could be in any location) no flags exist or can be capped, except the main bases of course.
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DrMcCleod
- Posts: 366
- Joined: 2007-01-11 11:26
Great ideas!
TBH, I would like to see all the rounds Objective Based, and get rid of tickets entirely.
I.e.
Team X needs to destroy a number of sub-objects (Bunkers) before destroying a major object (Bridge) within a fixed time period. Team Y needs to stop them.
No tickets, no bleed, no need to rush.
TBH, I would like to see all the rounds Objective Based, and get rid of tickets entirely.
I.e.
Team X needs to destroy a number of sub-objects (Bunkers) before destroying a major object (Bridge) within a fixed time period. Team Y needs to stop them.
No tickets, no bleed, no need to rush.
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soraflair
- Posts: 394
- Joined: 2005-09-12 20:31
As in one giant static model, US can only spawn inside the building, where as insurgents have the whole city. The US have to defend the parameter. After about 4 min, the US / Coalition Forces can advance a little further into the city and "Push the insurgency back" After another 5-7 min of fighting the final part of the City is unveiled and its a full out war in the city!
To bad thats not going to happen anytime soon, simple concept, but kick *** game play.
To bad thats not going to happen anytime soon, simple concept, but kick *** game play.




