[Suggestion/Discussion] Game mode: Evacuation

Suggestions from our community members for PR:BF2. Read the stickies before posting.
SGT.JOKER
Posts: 1014
Joined: 2007-03-18 17:35

[Suggestion/Discussion] Game mode: Evacuation

Post by SGT.JOKER »

Ok, I dont think I've suggested this before or left it up for disscussion (if I have just lock it or w/e you mods see fit to do).
So here is my idea, me and some friends came up with this while playing BFV (killing constantly with no real objective can get boreing :lol: ). Ok so theres 2 diffrent ways this can be done, and it mostly releies on those involved. So the 1st basic idea of the game is to have a US/UK/PLA/MEC outpost or base camp of some type under seige by the opposing force, there is only that 1 outpost that the enemy must capture and its the only area the defending team can spawn at. Now with the way PR is set up there should be a type of "no mans land" around the base that the defending force cannot cross (this would more or less ruin the idea if they could). The attacking forces can spawn at several places around the base, but have little to no assests (at most 3 light transports and 2 tanks/APC's). The defending force will can have 1 tank or several TOW emplacements around their camp to combat the tanks, they defending force can also have an attack chopper but to even the odds for the attackers some AA emplacements will be needed. At a certin time period of the game a transport helo will spawn either at another US base on the map or a carrier (set to random is possible so the attackers cant camp it). The defenders have 3 transports chances in total, with these transports they must save at least 2+ squads in order to win the round (this means returning them to the carrier or the base the choppers came from), the attackers must destroy the defenders attempts at rescue by shooting down all the transport choppers and/or over running the base. There shouldnt really be a ticket limit, but I think 5-700 per side would be good.

The second way we've played this is a little less dramatic, the US team has 1 of 3-5 landing zones to choose from, the enemy knows of these landing zones and have ambushes set up at each one (no mounted AA just AA kits). The attackers in this scenerio have to take and hold at least 1 LZ, if they cannot within lets say 20-30 min then the evac choppers will spawn (transports and evac choppers are diffrent, gunship support is alos an option) and they must be airlifted out. The same rules from the 1st game apply here at this point. In the event the attackers take an LZ how ever, the LZ defenders must retake that LZ before the attackers can get a foot hold. IF the attackers get a foot hold (2+ LZ's taken, if this happens the defenders cannot take back any LZ's) then the defenders can spawn armor at their main base (2 tanks, maybe 1 AA). Once this happens it's basically a fight for the LZ's until the attackers are more or less at the gates of the main base, in this event the scnerio is reversed and the defenders of the former LZ's need to be evac'd by their own evac chopper's (which will spawn at that main base or another base the attackers do not know about). You guys get the idea from there.

The only catch is that chopper's cannot be taken out by planes or attack helo's (if an attack helo shoots down an evac chopper, the pilot and gunner both get negative points and die instantly).
Anyways, thats my idea's, thanks for reading (I know it was a bit on the long side lol)
Last edited by SGT.JOKER on 2008-09-30 00:38, edited 2 times in total.
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game :mrgreen:
Riflemen, SAW Gunner, Grenaider.
Image
Image
ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by ShavenRaver »

Love it :thumbsup:

I'm a bit fuzzy on the details but then it is almost 2am and I'm knackard!!

However, I for one really, really like the principle of a Evac game mode.

It might be a cool way to turn the insurgent maps on their head too??

Muttrah could be adapted to take advantage of this game mode - I'll sleep and formlate my thoughts before blithering on any more :confused:
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by Rudd »

I particularly liked the idea of forcing the defenders of the outpost to remain inside the base, that by itself has utter uber potential in my eyes in the current AAS format.
Image
SGT.JOKER
Posts: 1014
Joined: 2007-03-18 17:35

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by SGT.JOKER »

Im sure some other stuff could be added to this to make it better, it would prolly need a very specific map layout though, but in the end I think it would be a really fun game mode (it was back in BFV and we where basically winging it)
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game :mrgreen:
Riflemen, SAW Gunner, Grenaider.
Image
Image
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by General_J0k3r »

i like the idea very much. i would go for the first setup though.
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by Drav »

Well the situation has occurred in Afghanistan where soldiers in an outpost have been attacked by hundreds of taliban and have been forced to hold out until reinforcements arrive by helicopter.....could be good?

The question I have is what is the incentive for the defenders to stay in the base? On these types of game, it is all to common that the defenders just rush the attackers, ruining it.

You want it so A) The base is hard, but not TOO hard to capture,
and B) The defenders REALLY dont want to leave their base :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by Rudd »

Can't you put a zone of death for the defenders around the base which would disappear after X minutes?
Image
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by General_J0k3r »

Dr2B Rudd wrote:Can't you put a zone of death for the defenders around the base which would disappear after X minutes?
i think that was part of joker's suggestion
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by Rudd »

General_J0k3r wrote:i think that was part of joker's suggestion
indeedness
The question I have is what is the incentive for the defenders to stay in the base? On these types of game, it is all to common that the defenders just rush the attackers, ruining it.
some people missed it :D
Image
evya
Posts: 207
Joined: 2008-08-17 11:21

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by evya »

+1 to the first setup, but i didnt really understood who will pilot the chopper if its not spawn in the outpost, because someone has to pilot it... and if they could spawn, all the defensive side would be able to spawn there...
SGT.JOKER
Posts: 1014
Joined: 2007-03-18 17:35

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by SGT.JOKER »

[quote=""'[R-CON"]Mescaldrav;814069']
You want it so A) The base is hard, but not TOO hard to capture,
and B) The defenders REALLY dont want to leave their base :) [/quote]

We'll their base is their safe zone, it has their defencive positions such as bunkers and watch towers, it has their "aid stations" and "supply dumps" and all their assets (which would be very few but can still be used effectivly) between the base and the attackers is a type of no mans land with little cover (unless you're an attacker in which case you'd have many rocks, crators, wrecks and trees to hide behind). That coupled with the fact there would be a "dome of death" around the base for the defenders so once they leave they get he "where are you going soldier?" message

[quote="evya""]+1 to the first setup, but i didnt really understood who will pilot the chopper if its not spawn in the outpost, because someone has to pilot it... and if they could spawn, all the defensive side would be able to spawn there...[/quote]

I kinda thought about that, perhaps an RP could pop up there after x amount of minutes and then disappear, but only be there long enough for 1-5 people to spawn after the 1st guy spawns
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game :mrgreen:
Riflemen, SAW Gunner, Grenaider.
Image
Image
TAW_Cutthroat
Posts: 459
Joined: 2008-07-05 08:14

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by TAW_Cutthroat »

This could well be one of the best suggestions I've read in a long time. Maybe you might like to put together a Pro's and Con's list? I'd like to see the good ideas compared to the bad things that could happen.
SGT.JOKER
Posts: 1014
Joined: 2007-03-18 17:35

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by SGT.JOKER »

TAW_Cutthroat wrote:This could well be one of the best suggestions I've read in a long time. Maybe you might like to put together a Pro's and Con's list? I'd like to see the good ideas compared to the bad things that could happen.
I'll try to put one together since Ive expirienced the game play a little bit better, I'm sure some people can/will help me out and add their own

Pro's
Chance to put together some great attack and defensive strategies
Could possibly increase multi-squads/commander coordination
Very intense game play if done correctly
This type of game mode is a real life scnerio that has happend (in all war's Im sure) so it fits in with the purpose of the mod

Con's
Worst that could really happen is people dont like the game mode and dont play it, which I think is unlikly because back in the good'ol BFV days this was amazingly fun, and we didnt even have coordination on our side, so imagining the scenerio in a PR setting, where most if not all squads have VOIP, (lots of) coordination and the fact allot of you are reading the suggestion and finding it cool, Im sure it would/could be a very nice addition to the mod in terms of game modes
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game :mrgreen:
Riflemen, SAW Gunner, Grenaider.
Image
Image
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by Psyrus »

SGT.JOKER wrote:I kinda thought about that, perhaps an RP could pop up there after x amount of minutes and then disappear, but only be there long enough for 1-5 people to spawn after the 1st guy spawns
Not being a PR coder, but having various coding languages under my belt, I think replicating the current rally point code but changing its "overrun" parameter to be 1 person of any team within 2m of it would mean that maybe 1 or 2 people could spawn [if they clicked simultaneously] and thus it would expire immediately :)
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by Rudd »

you know the only thing that could make this better?


















A night map

lol, asking too much I know :D
Image
ShavenRaver
Posts: 35
Joined: 2008-09-03 11:49

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by ShavenRaver »

Muttrah 2 - The MEC Strikes Back
"They came, they saw, they conquered - now it's time to get the frack outta there"

I'd like to suggest an adaptation of Muttrah City for this game mode. It supposes that the USMC was successful in the attack on muttrah, and that they gained control of the fort. The trouble is, the USMC moved forward so quickly, they was unable to keep control of the ground they'd taken (sound familiar?), and now they're pinned down at the fort.

MAIN OBJECTIVES:

MEC:
1, Take back fort
2, Prevent the USMC extraction

USMC:
1, Defend fort
2, Secure extraction zone
3, Get to the carrier


STARTING CONDITIONS:

MAP:
Fort is under USMC control - the rest belongs to MEC
x number of Mines are pre-laid on the map guarding the roads close to the fort

MEC:
Their quick flank of the USMC mean the MEC only have the faster Vodniks at the docks. But don't worry... the APCs are on their way
Ticket count is an infinite y number like an insurgent 100. Tickets will decrease with successful USMC extractions

USMC:
Obviously, they’re screwed!!
No assets on the carrier because it’s not there (not spawnable)... but don’t worry, it’ll be there soon... with Heli’s and APCs and Boats
Ticket count is z, but could (if it works in design) increase with successful extractions


Stage 1:

The USMC must take positions to defend the mines and prepare contingencies for their failure to do so. i.e. build TOW placements, lay more mines and set AT personnel strategically

The MEC need .50cal and APC support at the fort if they're to make a successful assault on fort - they need to simultaneously disarm the mines and prevent the USMC defence of them.

Stage 2a:

q minuets has elapsed

USMC now have an orange attack marker. They need to secure an LZ by way of a capture point. They must clear the MEC from the area and place a bunker with mounted guns, razorwire and sandbags. The flag capture is required to trigger stage 3

Stage 2b:

u minutes after 2a

MEC, you now have APCs!! If you’ve lost the LZ/capture point, take this back. Then you can make an assault on fort

Stage 3:
Once the USMC have secured the LZ/Capture point, the carrier becomes spawnable, and transport helis, boats and an APC (to defend the boats and heli) spawn. USMC need to get n number of men back to the carrier to trigger stage 4

z number of USMC men back safely will reduce the MEC ticket count by w (The reduction of tickets being the actual win condition)

MEC need to prevent USMC extraction and recapture the LZ. If successful they can make an assault on fort


Stage 4
After n number of soldiers have made it back to the carrier, the USMC apache will spawn, which is good because more MEC APCs have also arrived.

That’s it!! The battle will continue till USMC make enough extractions to reduce the MEC ticket count to zero... OR... The MEC will either reduce the USMC ticket count zero, or capture the LZ AND Fort


*Plenty of numbers that are tweakable to get a balanced game
*Escalating assets make for exciting game play
*intense and focused
*It’s never over till it’s over because the advantage can be switched very fast


As you can tell, I’m quite excited by the brain child of SGT.JOKER and his mates - good work ;-) I hope it gets put in
SGT.JOKER
Posts: 1014
Joined: 2007-03-18 17:35

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by SGT.JOKER »

^ Those are all some preety good ideas (including the night map :D )
Im sure some tweakage could be done to them to make it even better/balanced for each side, but I'm a little on the tired side so I'll go in depth on all that tomarrow :D .
Any dev's care to put in some input?
SGT.JOKER>FTW<(Fight To Win) In Game
Just getting back in the game :mrgreen:
Riflemen, SAW Gunner, Grenaider.
Image
Image
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by ma21212 »

sounds like a grate idea. also it be cool if after a while the defending team is able to get air support from a bomber from a far away flag that can only suport a limited number of spwans.
Image
Image
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by IronTaxi »

SGT.JOKER wrote:So the 1st basic idea of the game is to have a US/UK/PLA/MEC outpost or base camp of some type under seige by the opposing force, there is only that 1 outpost that the enemy must capture and its the only area the defending team can spawn at. Now with the way PR is set up there should be a type of "no mans land" around the base that the defending force cannot cross (this would more or less ruin the idea if they could). The attacking forces can spawn at several places around the base, but have little to no assests (at most 3 light transports and 2 tanks/APC's)
see the dev journal threads... im essentially working on just this... witht eh defenders objective being to survive a fixed amount of time
rexik
Posts: 67
Joined: 2008-09-01 01:48

Re: [Suggestion/Discussion] Game mode: Evacuation

Post by rexik »

ShavenRaver : Nice I'd say, but I spotted thing that confuses me...
The US forces must be evacuated to carrier by choppers that spawn at carrier, and the US forces need to spawn there to take the chopper(s) and go to LZ after troops right? If I got it wrong sorry, but I guess I'm right
Stage 3:
Once the USMC have secured the LZ/Capture point, the carrier becomes spawnable, and transport helis, boats and an APC (to defend the boats and heli) spawn. USMC need to get n number of men back to the carrier to trigger stage 4

What if all US forces after death just spawn on carrier? Game ends? :-?
But as the fact idea is great, it's fresh so needs to be worked out :smile:

Night map... Goes good for scenario
US forces capturing fort was that fast that forget to cover their backs when the battle was over, evening, they were in corner because of the MECs that arrived from hillside behind US forces and than the night deff. can be started :wink:
Honestly from the time when I discovered PR I wanted more and more and more, but main was NIGHT MAP :roll:
Last edited by rexik on 2008-10-01 06:37, edited 2 times in total.
Image
Post Reply

Return to “PR:BF2 Suggestions”