A great mod like PR should have more than only 2 game modes (aas and insurgency).
If possible, could someone review the orthography and grammar so I can edit this post? Many Thanks.
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game mode1: elimination
summary:
Objective: coalition has 250tickets to eliminate 5 religious leaders/insurgency leader kit (one by one). Insurgents try to stop coalition until they run out of tickets. The insurgents have 50 tickets, only lose tickets when a religious leader is killed and thus cannot be beaten any other way (insurgents lose 10 tickets for each religious leader killed). Urban battles.
the 2 caches:
When the round begin, 2 caches respawn (side by side, same weapons of insurgency mode, when one is destroyed the explosion take the other one), where the insurgents may respawn and have access to pick-up kits. These caches can be destroyed by coalition forces, making insurgents lose their respawn point and kits. Insurgents have the ability to deploy hideouts at which they can spawn.
the insurgency religious leader:
Near these 2 caches will be placed a religious leader pick-up kit (the location of this kit is highlighted for the insurgents using a blue marker). This kit will simulate the insurgent leader’s plans. The first insurgent to pick-up this kit will be the insurgency leader, and thus, the coalition’s main objective, and a message will inform the insurgency team: “(soldier name) is the leader and must be protected". This player will automatically be the commander, and will be able to use his command map anywhere on the map (like vanilla bf2). He will be able to walk through the map only by foot, never on vehicles. When an insurgency leader kit is left on the floor, an insurgent must pick-up until 2 minutes, or it will be scored as killed leader. The leader kit will be very easy to indentify. As the leader kit remains on floor, this message will be sent to the insurgents: “someone needs to pick up the leader kit” until someone pick-up this kit.
When the insurgent leader is dropped from the server, the leader kit will have to be picked in 2 minutes, or it will be scored as killed leader.
If any insurgent player applies for commander, he will see the following message: “the only way to become the commander is pick-up the leader kit”.
The leader/commander of the insurgency is invulnerable to team kill. Only coalition players can kill the insurgency leader. However, if an explosion provided by an insurgent player wound a coalition soldier and the leader at the same time, the leader will be wounded/killed, and the insurgent shot as traitor. If any insurgent player destroys a cache, will be shot as traitor.
The main task of the insurgency leader is to coordinate the team and give guidance to the individual squads. He monitors the overall situation and decides the strategy to protect himself. He will hide himself on a convenient location, and may move if necessary, only by foot, and protected by his comrades.
Insurgents may respawn: 1- mosques 2- vehicle main bases 3- hideouts 4- caches (destructible).
the insurgency religious leader location:
The location of the insurgent leader is highlighted for the insurgents using the normal commander sign plus the blue marker. These signs will move accordingly to the insurgent leader movements.
The approximate location of the insurgency leader/leader kit is shown about 3 minutes into the round, by a red diamond on coalition map which indicates the leader’s approximate location (offset by up to 140m). The red diamond will be updated every 3 minutes, accordingly to the insurgent leader movement. The insurgency leader kit does not contain any weapons or utensils (not even binoculars). The insurgency leader will have the same amount of stamina as the collaborator has.
The insurgency leader will not be able to enter places where the coalition cannot walk into. The insurgency leader will not be able to suicide or resign.
leader eliminated:
When an insurgent leader is killed or the insurgent kit is arrested on the floor, the insurgent team loses 10 tickets, the coalition gain 10 tickets (bonus). This message is shown to coalition team: ”(soldier name) (squad x) killed the insurgent leader, mission accomplished”, and for the insurgency team” leader (soldier name) was killed”. The insurgency leader can be healed, but not revived.
The killed insurgency leader is automatically demoted. When the insurgent leader dropped by server, his leader kit remain on floor, and can be pick-up by a coalition player, simulating the arresting of the insurgent leader’s plans.
the new leader:
When the insurgency leader is killed or his plans arrested, the insurgents outside vehicles die (30 seconds fixed respawn, never more than that) and they will have to select their respawn. The insurgents on vehicle won’t die, and may move to the new leader kit location, if they want. Two new caches (side by side) and a new insurgency leader kit respawn somewhere on the map. The old caches remain, if not destructed, as respawn point and kit supply.
The first insurgent player to pick-up the new leader kit will be the new commander, and all restarts again. The approximate location of the new insurgency leader/leader kit is shown to coalition about 3 minutes into the round, by a red diamond on coalition map which indicates the leader’s approximate location (offset by up to 140m). The red diamond will be updated every 3 minutes, accordingly to the insurgent leader movement.
There will be no intelligence points, and the red diamond will be updated every 3 minutes (fixed time amount).
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game mode2: rescue
summary:
Objective: coalition has 250tickets to rescue 5 prisoners who are in insurgency hands (one by one). Insurgents try to stop coalition until they run out of tickets. The insurgents have 50 tickets, only lose tickets when a prisoner is rescued and thus cannot be beaten any other way (insurgents lose 10 tickets for each prisoner rescued). Urban battles.
the 2 caches:
When the round begin, 2 caches respawn (side by side, same weapons of insurgency mode, when one is destroyed the explosion take the other one), where the insurgents may respawn and have access to pick-up kits. These caches can be destroyed by coalition forces, making insurgents lose their respawn point and kits. Insurgents have the ability to deploy hideouts at which they can spawn.
If any insurgent player destroys a cache, will be shot as traitor. Insurgents may respawn: 1- mosques 2- vehicle main bases 3- hideouts 4- caches (destructible).
the trapdoor:
Near these 2 caches (but not too close) will be placed a trapdoor (the location of this is highlighted for the insurgents using a blue marker). This trapdoor will simulate the prisoner’s cellar entrance. The trapdoor will be a 2d square, thin, on the floor), and will be opened only by incendiary grenades thrown by coalition players. The approximate location of the trapdoor is shown about 3 minutes into the round, by a red diamond on coalition map which indicates the prisoner’s cell approximate location (offset by up to 140m). The red diamond will be signed until the trapdoor is opened.
trapdoor opened:
When the trapdoor is opened, a blue diamond will be shown on coalition map, indicating where the player that must be rescued is. Only incendiary grenades thrown by coalition soldiers will be able to open the trapdoor. Incendiary grenades thrown by insurgents will not be able to open the trapdoor.
When a trapdoor is opened, all insurgents die, including the commander (in this case, 30 seconds respawn, so the coalition team will be able to plan the extract ), even those on vehicles (30 seconds respawn for all) and all grenade traps disappear from the world. Only mines remain. The following message is shown to insurgents: “coalition found the prisoner, and he must be intercepted before reach the coalition base”.
The coalition player that opened the trapdoor or any other coalition soldier will be able to pick up the “rescued prisoner kit” on the floor. If any insurgent pick-up this kit, it will score as prisoner killed.
The player that pick up the “rescued prisoner kit” on the floor must return to base immediately, by chopper, apc or any other means. When a coalition soldier opens the trapdoor, the following message is shown to coalition forces: "(soldier name) (squad x) rescued the prisoner”.
When a coalition soldier picks up the “rescued prisoner kit”, the following message is shown to coalition forces: "(soldier name) must return to base immediately”.
The player whom picked up the “rescued prisoner kit” will be invulnerable to team kill while using this kit.
The “rescued prisoner kit” does not contain any weapons or utensils (not even binoculars) and will have the same amount of stamina as the normal soldier.
the interception:
After the 30 seconds respawn (due to the trapdoor opened), insurgents may try to intercept the fugitive (trying to kill him). The approximate location of the fugitive is shown to insurgents by a red diamond on map which indicates the approximate location (offset by up to 140m), updated every 3 minutes, accordingly to the fugitive movement. As been said before, the coalition will have the exact location of the rescued player by a blue diamond.
If the prisoner is intercepted by insurgents, the following message will be shown to insurgents: “(soldier name) (squad x) killed the prisoner", and for coalition: “(soldier name) is dead, mission failed”. The prisoner may be healed, but not revived.
the rescue:
Coalition forces may use the 30 seconds insurgents respawn to plain the best way to extract the prisoner. When the prisoner enters the base, the insurgency loses 10 tickets, the coalition gain 10 tickets (bonus).
If the prisoner reaches the coalition base, the following message will be shown to insurgents: “the fugitive was rescued", and for coalition: “(soldier name) was rescued, mission accomplished.
the new trapdoor:
If the prisoner reach the base or is killed, all the insurgents die (30 seconds respawn) (except those on vehicles and the commander) and 2 new caches (side by side) and a new trapdoor respawn somewhere on the map. The old caches remain, if not destructed, as respawn point and kit supply.
The approximate location of the new trapdoor is shown about 3 minutes after the rescued player enter the base or been intercepted (killed), by a new red diamond on coalition map which indicates the new trapdoor approximate location (offset by up to 140m). The new red diamond will be signed until the new trapdoor is opened.
When inside the base, the rescued player must switch his “prisoner kit” to any other, or will have the message “out of battle space” when trying to leave the base.
And all restarts again. There will be no intelligence points, and the red diamond will be updated every 3 minutes (fixed time amount).
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game mode3: occupation
summary:
objective: have the domain of a city or village flag in the end of a certain time (40 minutes, for example)
content:
The map will have only one flag, with a big range (just like Sunset City).
If the city/village flag remain white in the end of a certain time, the army with fewer amounts of tickets lost will win the round. For example, if in sunset city us lost 150 tickets and china lost 190 tickets, the result will be us 40 x china 0.
Maps: sunset city, ejod, road to kyongan'ni, asad kahal
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game mode4: sabotage
summary:
Objective: attacking army has 250tickets to destroy five enemy strategic locations (one by one). Defending army try to stop attacking army until they run out of tickets. The defending army have 50 tickets, only lose tickets when a strategic location is destroyed and thus cannot be beaten any other way (defending army lose 10 tickets for each strategic location destroyed).
the respawn:
When the round begins, there will be one temporary respawn point (5 minutes) and a few supplies, where the defending army may respawn and have access to kits. These respawn point and supplies can be destroyed by the attacking army. There will be rallypoints and firebases for both armies.
the strategic objective:
Near these respawn/supplies there will be a strategic objective (blue diamond on defending army map), that must be destroyed by the attacking army with incendiary grenade, light at, heavy at, fragment grenades or c4. Defending army soldiers can’t destroy the strategic objective.
The approximate location of strategic objective is shown about 3 minutes into the round, by a red diamond on the attacking army map which indicates the approximate location (offset by up to 140m). The red diamond will be signed until the strategic objective is destroyed.
strategic objective destroyed:
When the strategic objective is destroyed, the defending army loses 10 tickets, the attacking army gain 10 tickets (bonus). Then, all the defending army soldiers die (except the commander, if he is inside the command post), and will have 30 seconds (not more than that) to select the respawn (near the new strategic objective or other one)
the new strategic objective:
A new strategic objective/respawn/supplies respawn somewhere in the map. This new respawn will be temporary (5 minutes).
The defending players on vehicle won’t die, and may move to the new strategic objective location, if they want.
Then, the approximate location of the new strategic objective is shown about 3 minutes after the old strategic objective is destroyed, by a red diamond on attacking army map which indicates the new strategic objective approximate location (offset by up to 140m). The red diamond will be signed until the new strategic objective is destroyed.
When a strategic objective is destroyed, the following message is shown to the attacking army: "(soldier name) (squad x) destroyed the objective".
What about 4 new game modes?
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rrrrrkkkkk
- Posts: 29
- Joined: 2008-11-28 04:57
What about 4 new game modes?
Last edited by rrrrrkkkkk on 2009-04-05 17:29, edited 1 time in total.
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t-bag/cool
- Posts: 33
- Joined: 2007-12-10 16:49
Re: What about 4 new game modes?
Sounds verry good and i hear some Black hawk down scenes.
Looks realistic 2 And i'd love to play 1 of these game modes.
But for ocupation : Don't use a flag but the whole map is a flag.
It would be verry realistic if both teams has got 2 take space and push the other team back.
(Something for .9 maybe ? ^^ )
Looks realistic 2 And i'd love to play 1 of these game modes.
But for ocupation : Don't use a flag but the whole map is a flag.
It would be verry realistic if both teams has got 2 take space and push the other team back.
(Something for .9 maybe ? ^^ )
°-_-°Dead from above°-_-°
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Zimmer
- Posts: 2069
- Joined: 2008-01-12 00:21
Re: What about 4 new game modes?
This seems like scenario mode all of it. Especially 1,2 and 4 the devs have hinted about it but nothing more. Besides Pr has 4-5 game modes, only 3 is used.
AAS
Insurgency
CNC
Those 3 is in the maps now.
Extraction was a game mode that will surface again with the pmc faction.
Counter- attack is removed until its refined.
AAS
Insurgency
CNC
Those 3 is in the maps now.
Extraction was a game mode that will surface again with the pmc faction.
Counter- attack is removed until its refined.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: What about 4 new game modes?
You are now my favorite person =D
Agree for all =)
Agree for all =)
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Tirak
- Posts: 2022
- Joined: 2008-05-11 00:35
Re: What about 4 new game modes?
Hello, Your topic has been discussed several times before and will likely be included in PR in the new "Scenario Mode", in the top right hand corner of your screen there is a button which reads "Search" and at the top of the Suggestion Forum there is a topic labeled "Attention! Already Suggested Suggestions", before posting a suggestion in the future, please use these tools to avoid duplicate threads.
Thank you,
The PR Team
Thank you,
The PR Team
