GAMEPLAY: Hostage rescue

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Tequnique
Posts: 30
Joined: 2005-11-10 11:03

GAMEPLAY: Hostage rescue

Post by Tequnique »

DATA:
Map size: Very large
Players: 32 or 64
Gametype: Hostage rescue.
Sides: US vs insurgents.
TIme: night mission
Mission fail: 1 hour
Reinforcements: US 120 tickets, INS 200 tickets.

PLOT:
Insurgens has captured 2 CIVILIANS and demand 500.000 dollars for their release or they will be executed after 1 hour.
The US do not know were the hostages are being held and need to locate and free them.

INSURGENT OBJECTIVES:
1) Ensure the enemy do NOT rescue the hostages before briefcase is obtained.
2) Archieve the briefcase containing the ransom money (either by hostage exchange or killing the carrier)
3) Reach the exit zone with the briefcase
4) Eliminate the US team.

US OBJECTIVES:
1) Capture civilians to temporary reveal current POW location (red X on map)
2) Rescue the Hostages (Bring hostage to HQ)
3) Prevent the insurgents to archieve the briefcase
4) Prevent the hostages from being executed or killed
5) Annihilate the enemy team

HOSTAGE OBJECTIVES:
1) Escape and reach the US HQ (prior 1 hour)
2) Avoid getting executed or killed.

SCORING: (needs tweaking)
Insurgents escape with the briefcase = +2 points
US rescue a hostage = +1 point (bring him back to base)
Hostage executed = -1 point for both sides and -10 ticket both sides.
US team eliminated = INS win
INS team eliminated = +1

US capture a INS civilian** = Reveals current location of a hostage on map
INS capture a US soldier** = Reveals current location of the briefcase on map.

** Capture is done by knifing.


US EQUIPMENT::
x1 Briefcase kit, no weapon (Kit picked up at US HQ)
Normal loadout.
Spec ops kits: NVG's, Silenced M4 ACOG, flash bangs, smoke grapple hook
x1 AH-6
x2 Blackhawks

INS EQUIPMENT:
* Hostage Kits are picked up at Hostage spawn car.
* Equipment hidden at destroyable weapon crates (visible for INS on map)

THE HOSTAGES:
There are 2 CIVILIAN hostages (played by INS side)
They will spawn at a hostage spawn point at game start.
They are not able to see a the map, cannot communicate and cannot pick up weapons (results in blur).

SPAWNPOINTS:
The US team spawns at a HQ on the north section of the map.
The whole INS team spawn at a random spawn with along with the POW's.

INSURGENT OPTIONS:
1) Insurgents have time on their side (about 1 hour)
2) Insurgents are hidden and is waiting for the US.
3) Insurgents may have more spawn tickets
4) Insurgents may have civilians that may spot the US
5) Insurgents may bluff when exchanging POW's with briefcase
6) Insurgents may tactically execute a POW's to win by points.
7) Insurgents have MORE players on their side (cause 2 US players are POW's)
8) Insurgents spawn randomly and may change locations at will.

US OPTIONS:
1) US have better equipment NVG's, Helos, Silenced weapons
2) US are better organized and have a commander
3) US may capture Civilians to temporary reveal POW's positions (like Ins mode gameplay)

HOSTAGE OPTIONS:
1) Hostages may attempt to escape (but their stamina is weak)
2) Hostages cannot pick up weapons (Results in wound effects (blur screen)
3) Hostages cannot type text messages (may only use VOIP)
4) Hostages are not visible on map for any sides.

These are just SOME options that I can think of to balance gameplay.
So if you guys have anything to ADD to the idea.. rather than just criticize it I'd be glad

SO now I leave the comments for you guys :)

Teq
Last edited by Tequnique on 2007-09-20 12:03, edited 1 time in total.
Reddish Red
Posts: 545
Joined: 2007-08-02 10:56

Post by Reddish Red »

Isen't this just Extration?
Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Post by Harrod200 »

That's what I thought...I think it's too indistinct from Extraction to make it worthwhile. Besides, in reality the hostages would be shot/beheaded at the first sound of distant gunfire.
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=HR=Drayu
Posts: 411
Joined: 2006-05-28 17:54

Post by =HR=Drayu »

and it seems as if no other mode is being run anyways on servers :( Hope this changes!
KP
Posts: 7863
Joined: 2006-11-04 17:20

Post by KP »

*gets out black kit and checks chamber on MP5*

I'm ready for some hostage rescue!
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More guns and bullets make bad guys go away faster,
which in turn makes everyone in the area safer.

-Paul Howe
Dunehunter
Retired PR Developer
Posts: 12110
Joined: 2006-12-17 14:42

Post by Dunehunter »

Drayu, we already have a server, Battlearena, running Al Basrah, an Insurgency map, 24/7. If you haven't tried it yet, you will find that it's a rather big change from the regular AAS2 maps.
Tequnique
Posts: 30
Joined: 2005-11-10 11:03

Post by Tequnique »

Reddish Red wrote:Isen't this just Extration?
No :)

The extration is only to extract the VIP from A to B without being killed right?

The hostage rescue is to locate and free hostages by force or negotiate with insurgents and exchange money for hostages.

If the insurgents escape with the money they win the round.
But to get hold of the money they either have to kill the soldier that carries it or escape after the exchange.

and so on... So in short.. Its MUCH more than extraction.
Tequnique
Posts: 30
Joined: 2005-11-10 11:03

Post by Tequnique »

KP wrote:*gets out black kit and checks chamber on MP5*

I'm ready for some hostage rescue!
Exactly the feel :)
DarkTalon
Posts: 711
Joined: 2007-03-22 00:17

Post by DarkTalon »

"counter-terrorists win"
but seriously, maybe just extraction with a randomly placed kit? seems easier.
also i don't think there needs to be any insurgent night maps, that just gives them a terrible disadvantage.
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Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Post by Desertfox »

KP wrote:*gets out black kit and checks chamber on MP5*

I'm ready for some hostage rescue!
The black kit? Don't be racist KP ;)
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Winterfrost
Posts: 38
Joined: 2006-04-24 06:56

Post by Winterfrost »

I LIKE IT lets try... but the rules are gonna be hard to follow for new players, if possible, can the rules be placed on the map graphic and on billboards in spawn arias?
Tequnique
Posts: 30
Joined: 2005-11-10 11:03

Post by Tequnique »

DarkTalon wrote:"counter-terrorists win"
but seriously, maybe just extraction with a randomly placed kit? seems easier.
also i don't think there needs to be any insurgent night maps, that just gives them a terrible disadvantage.
Ehem.... Isnt this a realism mod?

The insurgents have time on their side. US have Night on their side.
US dont know the whereabouts of the INS. The INs dont know when or where the US will attack.
This gives the gameplay a nerve that no other gamestyle has.

If each player have max 3 respawns... this will also make sure that you play carefully... REALLY carefully.. no?
Winterfrost wrote:I LIKE IT lets try... but the rules are gonna be hard to follow for new players, if possible, can the rules be placed on the map graphic and on billboards in spawn arias?
Yes exactly (about giving info at map load in pre-game)
Also you cant do much without working together.
The US dont know the location of the enemy, and you have limited time to solve the situation.

There are no flags to cap, and no obvious places to go.
This forces the players to ask someone about what to do.

Spawns are random and only Squad leaders have maps (optional)
This forces communication and trust in leadership.

Well, there is alot you can do really to make this work. Its just a question about how :)
Last edited by Tequnique on 2007-09-19 11:38, edited 1 time in total.
Harrod200
Posts: 3055
Joined: 2007-09-07 12:08

Post by Harrod200 »

If the enemy can see you and you cannot see the enemy, however careful you are you're dead.
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Spec
Retired PR Developer
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Joined: 2007-09-01 22:42

Post by Spec »

Maybe giving the ins more spawns than the us, than they would die more often, yes, but would have more lives too.

Could be interesting. But could be a bit too special forces-like...
DarkTalon
Posts: 711
Joined: 2007-03-22 00:17

Post by DarkTalon »

Tequnique wrote:Ehem.... Isnt this a realism mod?
1. "realism mod" is not a valid excuse for unbalanced gameplay.
there is a huge difference between asymmetric gameplay and unfair gameplay.
the fact that one side is left in the dark and the other gets NVGs and the element of surprise is simply unfair.
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pasfreak
Posts: 645
Joined: 2007-07-13 01:50

Post by pasfreak »

eh. too radical of a gameplay mode.
we already tried extraction
insurgency isn't faring so well either.

people just like plain old good simple conquest, or something of the like.
*PAS*
"You can't expect to have the DEVS make everything idiot proof....(though that is an arguable point due to the generous number of said idiots that do play the game)."

"next time I catch you in the bushes outside my place, I'm skipping the 911 call and going straight to 1911."
-unknown youtuber
Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Post by Sabre_tooth_tigger »

Insurgency is only just starting to be played properly now so we shall see, its a great idea imo.

Ive never had a chance to play extraction on an organised server with admins, the average pub server it doesnt really work I guess
Tequnique
Posts: 30
Joined: 2005-11-10 11:03

Post by Tequnique »

DarkTalon wrote:1. "realism mod" is not a valid excuse for unbalanced gameplay.
there is a huge difference between asymmetric gameplay and unfair gameplay.
the fact that one side is left in the dark and the other gets NVGs and the element of surprise is simply unfair.
Kinda hoped that you guys would really understand what im saying here.
I believe its me that aren't clear enough (even though I typed this on my last post :p )

INSURGENT OPTIONS:

1) Insurgents have time on their side
2) Insurgents are hidden and is waiting for the US.
3) Insurgents may have more re spawn tickets (to balance the game)
4) Insurgents may have civilians that may spot the US
5) Insurgents may NOT bring the prisoners to exchange with the briefcase, and ambush the US as the exchange takes place.
6) Insurgents may execute tactically execute the POW's to win by points.
7) Insurgents have MORE players on their side (cause 2 US players are POW's)

US OPTIONS:
1) US have better equipment NVG's, Helos, Silenced weapons
2) US are better organized and have a commander
3) US may capture Civilians to temporary reveal POW's positions (like Ins mode gameplay)


THis is just SOME options that I can think of to balance gameplay.
So if you guys have anything to ADD to the idea.. rather than just criticize it I'd be glad :p
Tequnique
Posts: 30
Joined: 2005-11-10 11:03

Post by Tequnique »

EVERYONE:

I have re-edited the original post.
Please re-read it :)

If you have any ideas on how to balance or simplify it further, plz post.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

I thought this kinda thing was a little more sly in it's execution then sending "the boys" in. Not too sure though, just seems like a special forces kinda do.
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