----------------------------Control Points: CP, Spawn Point: SP, Light/Medium Vehicles: LV(Bikes), MV(jeeps), LMV(both types).
Mode name: Infiltrate and Exterminate
One force is the Defender while another is the Oppressor.
The Defender will start off with 3-4 CP’s. and perhaps on some maps with 1 destroyable SP, that can exist in 4 random spots, the majority of the maps can contain rebel forces, like insurgents for instance. As the Defenders having smaller CP’s up to 2-3(might happen if you wonna have large spaces to travel between destinations or on smaller maps) they can be expected to contain major countries like the British, US, Russian and Possibly even China lol. These CP’s will be all capture able and will contain outposts with many supply crates scattered through out the bases(for resupply and defending bases: barbwire, extra mounted guns and defences).
Defenders Never have APC’s nor Tanks, and must rely on their carried weaponry to immobilise and destroy incoming forces. They only have LMV for quick transporting and defending purposes. The objective is to keep the CP’s for as long as possible until the tickets of the enemy run to zero. Search parties can be deployed to search out and possibly destroy enemy forces(awesome technique to use with having a commander on your team).
Oppressor’s have perhaps 2-3 SP’s and no CP’s their objective is simple, infiltrate enemy hideout’s/outposts, and exterminate all with in the complex. They carry standard weaponry, 2 major supply trucks, 1 tank as a special SP, another tank for another special SP and a possible third spawn point as a special APC, people spawn in the APC(if possible), 3-4 MV’s and a possible average APC. (if tanks cant become special SP’s, then make 1 outpost/firebase where all the vehicles are, so everyone can spawn there and get into the appropriate vehicles).
The Oppressor’s will have only so much time until their tickets become zero, and might have curios onlookers(Defenders) in the distance to make sure this comes to pass. After finding the possible destroyable CP, your forces know its harder for the Defenders to protect them selves without an easy SP to watch your every move. To increase your chances of survival as soon as you take your first CP your tickets will decrease in its speed to zero and will be a great time to resupply or use those trucks of yours to set up a camp and get some specialised equipment.
Some maps can be swamp like or forest, with boats needed to cut across the rivers amongst you. There might even be a road in which is used to supply drug’s or other equipment(for the rebels, if you wanted some realistic reason for its existence) but will be dangerous considering the high probability of enemy ambushers, and will be best to be cleared before progressing onwards. In the case of a map with one road and rivers that can be travelled across by personal, enemy patrol boats(2 personal canoes, 1 for moving/steering and another for lookout/scout rifleman) or (a 6 man boat containing a full squad only) and infiltrating forces(8 man boats).
Oppressor’s would instead of having tanks have, about 3-4 APC’s, 2 to 3 supply trucks 3 boats and 1 MV. While the Defenders may have a lot less supply crates, outpost/small destroyable SP, and respawnable boats with an addition of LV’s, and a possible extra random destroyable SP(for reinforcement purposes so it wont be near the Oppressors but can be useful if main SP’s are all enemy oppressed or destroyed.
And last thing, some maps will contain night maps, a individual unique map but playable only by night, giving special kit layouts of night vision, (if you can make it so it takes time to put on the night vision goggles, perhaps adding a animation too), but not only will the night map be a change in cinerary, it will be a change to really looking at those nozzle flashes, but I know that night maps have been suggested but I want to extend with it, make it even darker, so that people struggle to see a bit more, only main country’s have night vision and some rebel groups for specific night maps(like a swamp night map, “ultimate”).
Also night maps CP’s(bases) can have lights, Strong beam lights(fixed location offcourse) smaller lights(the type for patrolling troops, so they can see clearly where their walking, a realistic effect) even smaller lights like standard light bulbs(for inside buildings, and lights outside above doors or lights on the ground not emitting any actual light but just looks cool
If small lights cant be damaged(blown out by bullets, reasonable if not able to) then at least try to be able to destroy ‘strong light beams’(kind of thing you do just before you infiltrate) and also the turret light beam thing can be blown out too.
Thanks for reading, it said suggestions and I know it would take a lot of time to do, but I’m posting stuff that is possible, realistic, worth it in the end, reasonable, and also a great suggestion that would help the Mod in it’s expanding progress and this mode will be able to take advantage of night maps properly, push the boundaries, and also PR9.0 or 9.5 will definitely be an awaited mod that will excite people even as much as it already had with V8.5, please post constructive feedback and be serious(if possible), and I’ll reply to what ever you wonna go further in detail with/have questions about.
