[Suggestion:Game Mode] Protect The Commander.

Suggestions from our community members for PR:BF2. Read the stickies before posting.
setup^
Posts: 6
Joined: 2008-09-02 07:51

[Suggestion:Game Mode] Protect The Commander.

Post by setup^ »

Alright, well i think this would be a great new add on to the game.
I mean, i'd enjoy it alot, and the title speaks for itself :P
The game round can range from 2 minutes to 3 hours, depending on what side kills the commander first. Once the commander dies once, all the tickets drop and GG.

I can see alot of realistic gameplay be done, esspecially between the taliban and american factions, as there could be a new map made, where the taliban commander hides in caves, while the american commander gets escoretd, and protected in a hummer. Just a small opinion feel free to discuss, add and critisize.
AREM117
Posts: 134
Joined: 2008-08-29 04:03

Re: [Suggestion:Game Mode] Protect The Commander.

Post by AREM117 »

Sounds cool, I would play that. Seems a lot like escort mode in the old version. Dont know why they removed it though.
panther501
Posts: 52
Joined: 2008-09-19 22:08

Re: [Suggestion:Game Mode] Protect The Commander.

Post by panther501 »

That would be really tactical. Really good idea. I like that.
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Suggestion:Game Mode] Protect The Commander.

Post by IronTaxi »

ive been pushing this game mode for some time.. it might happen yet... just not sure...
Ecko
Posts: 925
Joined: 2006-11-28 22:49

Re: [Suggestion:Game Mode] Protect The Commander.

Post by Ecko »

As long as the commander was forced to visit check points every so often. Otherwise it would turn into a camp fest.
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alvina
Posts: 167
Joined: 2008-09-11 16:25

Re: [Suggestion:Game Mode] Protect The Commander.

Post by alvina »

Ecko wrote:As long as the commander was forced to visit check points every so often. Otherwise it would turn into a camp fest.
Reminds me a little bit of the Classic Teamfortress "Kill the VIP". COuld be fun, maybe deserves a try.
EOD_Security-2252
Posts: 804
Joined: 2008-06-10 23:08

Re: [Suggestion:Game Mode] Protect The Commander.

Post by EOD_Security-2252 »

Originally when I saw this I was just thinking VIP, but since you said the whole deal about an Insurgent cmdr, that brings whole new meaning to it. It could be like Coalition forces are looking for a high priority individual and Insurgents will try to stop them. Then we could borrow the intel deal from Insurgency and Coalition forces would have intel about where the Cmdr 1st spawns, but from then on they have to gain Intel points to get another marker of the Cmdr's position (markers would not move, the marker would just get put where the cmdr happened to be when the Coalition faction got enough intel points). That way it won't be a camp off.

Informally retired modder - Projects: Artillery Shell IED,PSC Faction
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: [Suggestion:Game Mode] Protect The Commander.

Post by IronTaxi »

my idea was to have the city broken up into large zones.. maybe 10-12 zones covering the city... the attcking team "clears" each neighbourhood in the city by clearing and capping ti of enemies.. this zone is no longer a spawnable for the defenders and they are forced into a smaller and smaller area..

in conjunction with this a commander is used as a secondary high priority target that if killed causes the defenders to lose half their tickets for example.. the idea being to make cooperation integral to success...

the attackers can either focus on clearing the city and therefore breaking the resident miltia or insugency OR they can go after the commander with some sort of
spec ops type approach...
shifty66
Posts: 309
Joined: 2008-09-06 01:40

Re: [Suggestion:Game Mode] Protect The Commander.

Post by shifty66 »

That first idea irontaxi sounds really good, almost like battleships!

Would make for a lot more team work happening which is always good in PR!
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*14 sigs made for PR members Ingame name:supermannen6 Not making sigs anymore. Army life does not permit it! hah
CodeRedFox
Retired PR Developer
Posts: 5919
Joined: 2005-11-08 00:47

Re: [Suggestion:Game Mode] Protect The Commander.

Post by CodeRedFox »

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There are forces underway you have yet to comprehend :-P
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"apcs, like dogs can't look up" - Dr2B Rudd
LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: [Suggestion:Game Mode] Protect The Commander.

Post by LithiumFox »

o.o omg! Are we getting....

fast..... food restaurants? ^_^

(teehee i is a joker)

I'd love to see a new "vip" mode, where the commander is the "VIP" and he has to command in the back seat of his "VIP" truck

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
setup^
Posts: 6
Joined: 2008-09-02 07:51

Re: [Suggestion:Game Mode] Protect The Commander.

Post by setup^ »

all im saying is this would be an amazing addition.
waldo_ii
Posts: 961
Joined: 2008-04-30 22:58

Re: [Suggestion:Game Mode] Protect The Commander.

Post by waldo_ii »

My idea is this: Essentially what you said, protect the commander at all costs, but to keep the team from hiding the commander in the corner of the map, under couple CO trucks guarded by half a dozen Abrams and hovering Cobras, the CO has to go to certain places in order to get bonuses for the team.
Examples: At the start, no one on the team can get requestable kits, there isn't any armor, only a few transport vehicles and CO trucks. The CO has to go to one place for a few minutes, then people can get kits. Then he has to go to a different place and APCs spawn. Another for helicopters, etc. Commander has to move 100 meters every few minutes. And the commander has boundries similar to what everyone else has (if you go out of bounds, get the "Get back in or die in ten seconds", but smaller, and changes after every objective.
IronTaxi
Retired PR Developer
Posts: 4925
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Re: [Suggestion:Game Mode] Protect The Commander.

Post by IronTaxi »

commander check points is too inorganic IMO....

the commander can hide all he wants...cause they really could...but prehaps intel or their city getting cleared by the attacking forces could progressively force them into a tight situation...

whenever you prescribe any type of actions to a player it gets repetitive and forms game patterns... you want things to be as open as possible without being boring..
setup^
Posts: 6
Joined: 2008-09-02 07:51

Re: [Suggestion:Game Mode] Protect The Commander.

Post by setup^ »

I really dont think that, they would hide the commander under 9 supply trucks because that would deffintley give away the position.

But perhaps we can reverse this a little bit.

- Both teams start with a commander, and who ever keeps their commander alive? the longest wins? can work on a point basis. You get 1 point per each minute. Or something like that. So that would split up the army makning some of the players protecting, some transporting, and some actually on the hunt for opposing commander.

See the commander can give orders etc, and that would solve alot of probelms, for having no commander in a server. Because when ever i go to a server, everyone refuses to be the commander because its too boring. This would deffintley spice it up.
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [Suggestion:Game Mode] Protect The Commander.

Post by Rudd »

Would like to see this in insurgency mode alot, especially on the insurgent side. Would be good if the intel also gave info on the CP position, and the ins commander can move the CP if it gets compromised, whereas the US Army CP is static but has the lovely defences like in Camp Murphy

But with such risk given to the commander position, wouldn't most of the team prefer just to live without the rare mortar/arty/jdam strike? (especially insurgent who typically couldn't care less about passing on info etc)
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Sanke
Posts: 169
Joined: 2008-07-21 02:23

Re: [Suggestion:Game Mode] Protect The Commander.

Post by Sanke »

Should the commander have to get a pilot kit like the old one? This way it means in order to win you need to actually have a squad or 2 to defend you instead of mowing down people with a SAW.
Been playing PR since -5.6
Pariel
Posts: 1584
Joined: 2008-01-29 23:41

Re: [Suggestion:Game Mode] Protect The Commander.

Post by Pariel »

I like the "hunt the insurgent commander" idea, but I think it would be cool to have a version for the modern armies as well.

For example, Chinese vs. US Army or something; as suggested above, it would require each team to both defend and hunt. I do feel that there has to be some way to keep it from being a camp fest for half the team, because that would be pretty dull.

*EDIT*
Sanke wrote:Should the commander have to get a pilot kit like the old one? This way it means in order to win you need to actually have a squad or 2 to defend you instead of mowing down people with a SAW.
I think giving him his officer kit should be fine; it's not like he's going to survive alone for very long.
G.Drew
Posts: 4417
Joined: 2006-04-30 23:02

Re: [Suggestion:Game Mode] Protect The Commander.

Post by G.Drew »

All i have to say is: this gamemode would make the sniper kit a whole lot more useful/awesome :twisted:
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[R-COM]BloodBane611: I do like the old school rape...However, it's a bit awkward to be a white boy blasting the old school in public....
Rudd
Retired PR Developer
Posts: 21225
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Re: [Suggestion:Game Mode] Protect The Commander.

Post by Rudd »

Pariel wrote: officer kit should be fine; it's not like he's going to survive alone for very long.
would still like to spot him out of a crowed, give him a kinda of rank insignia, like a beret :D
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