Pretty much turning the battlefield into a top down strategy game for them.
What I would like to see is Purchaseable assets.
The display for the commander
On the commander HUD they can select a "Buy Equipment" menu.
This would then allow a new screen for "Vehicles and another section listing Weapons."
Each of these menus have their respective assets assigned, within Vehicles you have your jets, helos, tanks, trucks and others. As for the weapons you have heavy weaponry such as HAT kits, AA kits, spec ops and so on.
Deploying the assests
Construction
A new style of Firebase would need to be constructed in order to receive vehicle reinforcements. This would be quite a large structure meaning that it will be obvious where re-inforcements are comming from, this structure will serve as the Entry Point for Vehicles.
The commander must think long and hard about this placement and it's defence as they can't be built within 1000 meters of each other
This makes it pretty much 1 per map on smaller maps.
Normal Firebases and Bunkers would have their usual 400 meter construction limit
Calling in Vehicle reinforcements
Once the Vehicle Point is constructed a commander can then select from the menu of Vehicle Assets and select what he feels is required on the battlefield to counter the enemy and to push forward.
Let's say in this instance a tank is required to counter enemy APC's. The commander then selects a tank from the vehicle list and clicks on the Vehicle Point. After a 5 minute timer (Displayed on the Commander HUD with an Icon and timer // Also on the Vehicle Point if you're within 50 meters)
the tank will spawn at the Vehicle Point allowing for it's use by forces the commander has assigned for it.
For Jets and Helos this process is a little different. They cannot be spawned on a Vehicle Point, and instead must be spawned at an Airfield, for Helo's on the designated Heli-pads and for jets inside hangers.
Utilising Weaponry Assets
Weaponry is purchased in the same way as a Vehicle, by selecting it from the menu. These can be deployed at any Firebase or Bunker. But also can be airdropped into the combat zone (Think a rallypoint on a parachute falling for a model xD )
When selected on a Firebase or Bunker the asset will spawn after 2 minutes of being requested.
When called in for an airdrop this must be thought out well for placement as it will give away the position of troops and also can be claimed by the enemy team if they get to the drop before friendlies. meaning that it will be rare to see it drop ahead of friendlies moving into an area but rather will be placed behind friendly lines to prepare an advance. Once it has landed it will remain as a rallypoint model with a parachute covering it making it obvious to it's location. Once knifed it will destroy and the weapon will spawn underneath.
Airdropping weaponry will take 2 minutes for the drop to prepare then there's the decent time which will send the overall wait to about 3 minutes.
Purcahsing defences
Now instead of having limted defences available you can set up your impenetrable fortress of doom! ... for a price
Bunkers, firebases, sandbags, razorwire, HMG's are all purchasable defences, and can be placed anywhere on the map, no more 200 meter's next to a FB/Bunker
The Squad leader requests the item and the commander confirms on his HUD. The commander must also think about where items are being placed as it could hinder friendly units or completely block their path and also could be utilised by the enemy if captured.
Engineers also play a new role, as well as repairing vehicles and placing mines they can now also request limted defences in the form of Sandbags and Razor Wire.
Essentially you're turning what was originally a battlefield into a true warzone with heavy defences and attacks.
As well as defences squad leaders can also request an ammo cache in his area. This will spawn instantly but take 2 minutes for it to be used. It can be destroyed at any time by hitting it with a knife three times.
Commander Items
For the commander on the move!
Command Posts must now be contructed meaning your main base of operations can change when you feel like it. Want a fortress ontop of a hill? Do so.
When a Command Post has been constructed infantry units can spawn on that command Post, the commander can also designate spawn points within 50 meters of the command post for units to spawn on.
Constructable artillery.
Sick of the enemy's dug in position? Nuke it!
Constructable artillery can be built within 100 meters of any Firebase, Bunker, Command Post, Vehicle Point.
There's two constructable artillery weapons to consider, Mortars and Artillery cannons.
The more of these you construct, the larger the bombardment but also the more costly. If you have 20 mortars that you've placed and your units have constructed you will be paying 20 times as much as 1 mortar.
What currency system will be used for purchasing?
For the actual purchasing of assets this will require tickets.
A certain amount of tickets per kit depending on which it is and also for vehicles.
Table of purchase and price
Vehicles
Tank #30 tickets
Heavy APC #20 tickets
Transport APC #15 tickets
Truck #10 tickets
Light Combat Vehicle #5 tickets
Light Transport #5 tickets
Transport Helo #20 tickets
Combat Helo #40 tickets
Fighter Jet #40 tickets
Bomber #50 tickets
Weaponry
Heavy Anti-Tank #10 tickets
Anti-Air #7 tickets
Automatic Rifle #5 tickets
Grenadier #5 tickets
Light Anti-tank #5 tickets
Defences
Sandbags #2 tickets
Razorwire #3 tickets
TOW/Mounted AT #15 tickets
Anti-Air #10 tickets
HMG #5 tickets
Bunker #30 tickets
Firebase #20 tickets
Ammo Cache #15 tickets
Commandder Items
Command Post #25 tickets
Mortar (each) #15 tickets to construct, 5 tickets to fire
Artillery Cannon(each) #20 tickets to construct, 10 tickets to fire
J-dam #75 tickets to call in a bombardment
Gaining Tickets
You're all most likely thinking. "So, with 200 tickets you want us now to buy things meaning after about 10 people die we lose?" of course not
What I would propose would be;
Capturing targets
Targets will be just like current flags, you move in and you capture. Different flags will give a different amount of tickets depending on how long it has been in enemy hands. So if the enemy has held a flag for only 5 minutes and you capture it you will only gain around 20 tickets.
If they've held the flag through defence for 2 hours and you capture it, expect alot more.
If the flag has a bunker emplacement it will be worth more when captured even if it is just a bunker foundation (Unbuilt / destroyed)
Destruction of enemy assets
When you destroy an enemy asset you get half of it's purchase cost added to your ticket line. Take down a bomber and that's 25 tickets for your team, the same rule applies for the destruction of enemy defences.
The destruction of Bunkers and Firebases also give a value returned but it is equal to the contruction cost.
Troop Hunting
This is something a little more for the snipers but also can be utilised by anybody.
Killing enemy units will reward your team with tickets. This encourages the prioritising of kills. At the moment most people will jsut shoot without considering the worth of the unit, their backup or position. By implimenting this system it will encourage players to wait and assess the situation and to consider which target has the biggest bounty.
Commander #20 tickets
Sniper #10 tickets
Officer #5 tickets
Medic #2 tickets
Heavy AT #2 tickets
Anti-Air #2 tickets
Light AT #1 ticket
Grenadier #1 ticket
Automatic Rif. #1 ticket
Marksman #1 ticket
Rifleman #0 tickets
Engineer #0 tickets
Intelligence
Intelligence is generally for snipers / recon teams to gain useful information on the enemy.
Vampire Radios
Spec ops and Scout kits can place small radios on enemy Bunkers / Firebases which will essentially steal tickets from the enemy team at the rate of 1 per minute. There can only be 1 Vampire Radio on the FB/bunker at any time, if two are placed it will cause both Vampire Radio's to destroy each other and wounding he who placed.
These devices can also be placed on Vehicles and they will emit a small signal to the commander (appearing on the HUD) every 5 minutes.
Another use to these devices is to place one on the commander outpost, this is a bit risky though as most likely enemy contacts will be in the area. By placing the radio down on the enemy command post the commander of your team will get enemy squad leader positions appear on his HUD every 5 minutes. This wont reveal all troops but only those of major worth, it will cycle through each officer so after 5 minutes a red squad 1 icon will appear then vanish after around a second. Another 5 minutes and squad 2, etc
Tracking
Marking enemy troop movement, not only does this assist the entire team when performed correctly it leads to victory in 90% of maps when you know where the enemy is, unfortunatly it isn't done enough, this should hopefully combat it.
When using binoculars, pressing T as a Scout, Spec Ops, Sniper, Marksman or Officer will bring up the option "Report Enemy" This will place a temporary (30 second) marker on the enemy contact. For every additional unit within the contact range (20 meters) a ticket will be gained.
For vehicles this will be 1/4 the vehicle's worth added + any infantry within 20 meter range.
Loss of tickets
Now, because of the amount of tickets you're already using to purchase these items I thought it'd be best not to punish you too bad for losses, and so I wont
Vehicle losses = No ticket loss, you bought it, paid for it with tickets, it's yours to lose if you want.
Weapon Losses = See above
Infantry losses = 1 ticket per unit lost. Soldier on the battlefield? 1 ticket lost.
8 units in an APC? 8 tickets lost
The only way to win the round? Cause the enemy to either spend all their tickets or push them back to their base and eradicate them!
Map modes
Because of the style of this gameplay the map would have to change. What would work best I feel is if there are NO UNCAPS.
Everything is takeable with the right size force.
I'd like to see something like a boundry system, each flag has a boundry and you must aim to keep your boundries connected, you can only construct within your teams boundy.
Say you have your map, it's a large forest environment with a random city placed in the middle, there's a few roads in and out. The map is a size 16km. Within the map is 6 boundries. The two starting points, east and west of the city, an airfield to the south east and a large factory complex to the north west.
Now, you start with your first boundry as your starting position, but you must then move to capture a flag and a new boundry. You can take any boundry at all if you start in the north west and you want to take the south east airfield that's fine. You wont be able to construct or purchase assets in that area. Instead you must then work your way up to link to your main boundry by taking more flags, or move your command post to that location.
This will force players to have an active defence of strategic locations on the map, most of the defence will admittedly be focused around the airfield but airfields are generally in open areas and will be easy to destroy and open to artillery






