[Gameplay] Game modes

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dbzao
Retired PR Developer
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[Gameplay] Game modes

Post by dbzao »

I want to share with you the game modes we are working on. Some are new and some are updates to the current game modes in PR.

Training

Inspired by the community, we incorporated a training game mode into PR. The training servers will be in a separate list for the player so you know you are going in for training and not for a normal game.

The game mode is available on a few maps like Kashan, Basrah, Mestia and Qinling for infantry, armor and flight training. The game mode disables teamkilling and defines fast respawn times for players, vehicles, kits, etc. Everything to help you get better at the weapons, vehicles and tactics in PR.

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AAS v3

In this third installment of Advance And Secure, we include random control points. Inspired by the Insurgency game mode, the addition of randomness to a game mode provides great replayablity with different set of objectives each time you play. Of course, it won't be as random as Insurgency, but still adds different takes on several maps.

Operation Barracuda will be the poster boy for this new feature and a few other maps will include random cps in some layers.

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Also we standarized the different layers in AAS to be the same map but with different layouts:

16 = infantry layout (light vehicles)
32 = alternative layout (heavy vehicles)
64 = standard layout (heavy vehicles)

This means some maps won't have a 64 layer but are still intended to be played on full 64 players servers.

Skirmish

This is a specific game mode for clan matches and it's basically the same as AAS but with less tickets and smaller battlefield zones.

Insurgency

The game mode logic is still pretty much the same with more changes done to the insurgent faction than the game mode itself. The coalition objective will still be the 10 weapon caches that have approximate positions revealed with intelligence gathered from capturing and killing insurgents. Here's a screenshot of the new weapons cache modelled by [R-DEV]Rhino and skinned by [R-CON]Mescaldrav:

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The insurgents will be able to deploy hideouts around the map pretty much like the Forward Outposts and will depend mostly on them for spawning. No more random rally points all around the place. This will demand more planning and teamwork from the insurgents to be effective. Here are two screenshots of the insurgent hideout by [R-DEV]coderedfox (wreck and built):

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Command and Control (CnC)

This is a game mode still on the early stages and it's focused on the hardcore players that want complete strategy freedom and command structure. Consists of the main base, a set of vehicles and that's it. The players decide which path to take and must deploy all four Forward Outposts before being allowed to capture the enemy main base.

At later stages we have plans of adding random main bases and some type of economy that will allow the commander complete control over his forces and what equipment they will use. For now it will be defined by the mapper and will be more focused on strategy, recon and tactical movement.

Scenario

Still in development, will allow the definition of a nice number of different types of primary and secondary objectives from specific player kits, roles, vehicles, stationary objects, control points, check points and pickup kits, all divided in separate phases that can give different kinds of rewards when completed. The father of all game modes :p Stay tuned for more updates of this game mode in the future.
Last edited by dbzao on 2008-08-13 18:23, edited 5 times in total.
Marmorkaka
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Re: [Gameplay] Game modes

Post by Marmorkaka »

*Creams*
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jOHNNYdOUBE
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Re: [Gameplay] Game modes

Post by jOHNNYdOUBE »

OH MY GOD.
Tirak
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Joined: 2008-05-11 00:35

Re: [Gameplay] Game modes

Post by Tirak »

I very much like, you guys do amazing work, love the new Weapons Cache :D , is CnC mode going to be available in .8?
hall0
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Re: [Gameplay] Game modes

Post by hall0 »

Great update :D
White Rock
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Re: [Gameplay] Game modes

Post by White Rock »

How many hideouts will insurgents be able to deploy?
Spec
Retired PR Developer
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Re: [Gameplay] Game modes

Post by Spec »

jOHNNYdOUBE wrote:OH MY GOD.
*nods, unable to close his mouth*
=(DK)=stoffen_tacticalsup
Posts: 231
Joined: 2008-04-24 09:45

Re: [Gameplay] Game modes

Post by =(DK)=stoffen_tacticalsup »

Epic.

Any info on what will be in the *no words justify* 0.8 release, and what will not?
General Dragosh
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Re: [Gameplay] Game modes

Post by General Dragosh »

O,O I have become an owl mates, its the posts fault (yesssssssssssssssssssssssss *droll*)
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Danolboy
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Re: [Gameplay] Game modes

Post by Danolboy »

incredible stuff!
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WeeGeez
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Re: [Gameplay] Game modes

Post by WeeGeez »

OM... *Dies of Heart Attack*
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=Romagnolo=
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Re: [Gameplay] Game modes

Post by =Romagnolo= »

0.8 any ?
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ReaperMAC
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Re: [Gameplay] Game modes

Post by ReaperMAC »

Nice update :D
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dbzao
Retired PR Developer
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Re: [Gameplay] Game modes

Post by dbzao »

No release information... all wip.
youm0nt
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Re: [Gameplay] Game modes

Post by youm0nt »

Nice work, as always :-)
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Z-trooper
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Re: [Gameplay] Game modes

Post by Z-trooper »

hubba hubba!

makes me want to get back into playing on a regular basis :)
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pwn3ge106
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Re: [Gameplay] Game modes

Post by pwn3ge106 »

Dev team for prez!
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Ecko
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Re: [Gameplay] Game modes

Post by Ecko »

EPIC!
Seriously, this is what I've been waiting for... CnC and Scenario just sound excellent!
Now if only PB would stop harrasing me!
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hx.bjoffe
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Re: [Gameplay] Game modes

Post by hx.bjoffe »

Wow, stunned..
Smegburt_funkledink
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Re: [Gameplay] Game modes

Post by Smegburt_funkledink »

Yusssss!

Good work chaps, nice ideas as usual.

+3 brownie points.
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