After some discussion and reading comments about C&C I've decided that I'm going to try my best at fixing it (or creating a better alternative). AAS is great and all, but I feel that C&C is the future of PR. The mode embodies the more teamwork oriented play the mod strives for and will be the final push (IMHO) away from vBF2. Of the couple times I've played C&C it's either been hit or miss. So, because I'm quite adept at coding, I figure I would try to throw my hat in the mix and see if I could do some work on it. Here is a list of possible changes I was thinking of making. Hopefully you guys can let me know if any of these are impossible, although I think most if not all are well within the realm of feasible.
Main Goal of the Gamemode:
To represent the advancement and control of land between two conventional forces. Instead of predetermined flags, control of area will be represented by Forward Outposts with a several hundred meter radius around them. The longer a team can maintain their area of control, the more likely they are to secure it for reinforcements.
What stays the same:
- Teams are required to build Forward Outposts around the map.
- These outposts can be built in any location in the map.
- No flags.
- The main base will no longer be able to be capped. It will only be there to represent a reinforcement zone and team headquarters.
- Each Forward Outpost will contribute to a bleed on the opposite team.
- If an enemy outpost is within the radius of a friendly outpost, neither of them will contribute to the bleed.
- Outposts must be build a certain distance away from the main base to contribute to the bleed.
- The speed of the bleed is dependent upon the ratio of friendly outposts to enemy outposts. (4 to 4 will produce no bleed, 4 to 3 will be a slow bleed, 4 to 0 will be a wicked fast bleed)



