[Game Mode] Last Stand (Alamo)

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Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

[Game Mode] Last Stand (Alamo)

Post by Sniperdog »

I know there are times when I play this game that I get caught up in taking the time to make the perfect defensive position, and trying to ward off the enemy from capturing that point. I also know that just as much as that I love discovering the enemy has such a position and figuring out a clever way to break through and MAKE THEM CRY! :P Well I figured maybe it would be neat to have a game mode that could be mixed into a servers play list so that every once in a while you could play a last stand type game which would be a beefed up round with just that. Historical examples?

The Alamo, Black Hawk Down (defending the Black Hawk), Bastogne, 300!, Khe Sanh (Both times) to name just a few...

The basic premise of this game mode is that one side would be given a single flag that they would have to defend against an enemy onslaught.

The game mode would be simulation of a situation where one side in a battle is forced back to a position with no other option but to stay and defend that position. The defending team can only be defeated by being wiped out and the attacking side can only be defeated through attrition (the tickets running out) or by the defending team being "relieved" (timer runs out).


Here is a basic outline of the characteristics of each side:

Defending Team:

~The defensive position contains one well concealed fire base with an upped FB asset capacity (they can make more wires, machine guns and foxholes than on a normal round) and upped asset radius (they can make the assets farther away from the fire base then in a normal round)
~Spawns only on perm. rallies within the compound / area to defend and the firebase (they are able to spawn in right as the round starts right at the defensive position)
~Squad Leaders cannot set rallies (to prevent them from making a rally outside the perimeter and spawning outside while surrounded)
~Spawn times for defending team members are upped. Ideally closer to that of a collaborator or more.
~Does not have tickets
~Are defeated when the flag is capped and/or all perm rallies are overrun or destroyed along with the fire base.


Attacking Team:

~Takes some time to actually reach the position to be attacked (giving the defending team time to prepare). This could be done by making the attacking team able to spawn in a given amount of time AFTER the defending team has already spawned in or making the attacking teams original spawn a good deal amount away from the area to be attacked, making them walk.
~Are NOT able to make fire bases (this is so that the attacking team has to be careful about where they put their rallies or risk a long walk)(Also so that they cant build a fixed MG nest that simply mows down the defenders from good concealment)
~Normal spawn time system
~Has tickets
~Are defeated when aforementioned tickets run out or when a timer runs out.


I'm sure everyone here has seen games with a similar game mode to this to which they can attest that it is very fun (hopefully). I believe that this kind of game mode would offer a nice short break from the typical PR game play every once and a while on a server.

Please post your thoughts...
Do you think this is a good idea?
Are there points you specifically agree or disagree with?
Is there anything that could be added on to what was said here to make the game mode more feasible, realistic, or fun?

Sincerely,
Sniperdog
TheLean
Posts: 483
Joined: 2009-03-15 20:26

Re: [Game Mode] Last Stand (Alamo)

Post by TheLean »

I like the idea. It would smaller maps and a 1 km 1km test map where a team has to defend a hill could be made relatively easily just to try the idea. No fancy textures or design would be necessary just a hill and some spawn points to see if it is fun and come tot hink about it an existing map could probably be used. Some coding would be required to create the rules but other than that its sound easy from my experience (Which is zero so take it for what its worth)
CanuckCommander
Posts: 431
Joined: 2008-03-19 02:25

Re: [Game Mode] Last Stand (Alamo)

Post by CanuckCommander »

I like it!

Maybe add a rewards system for both Att and Def team (a la Korengal).

Def Team

-Limited ammo crates and spawn on a timer (every 20mins?) to make sure they conserve ammo
OR
-Limited ammo crates that spawn when X number of enemies are killed (kind of like intel points on insurgency)

Att Team

- Progressively gaining more and more powerful assets that spawn on a staggered timer (ex. 10mins Gun Trucks, 20mins, Light APCs, 30mins IFVs)


**This way it would get harder and harder for the defenders

Just my 2 cents.
00SoldierofFortune00
Posts: 2944
Joined: 2006-02-28 01:08

Re: [Game Mode] Last Stand (Alamo)

Post by 00SoldierofFortune00 »

Good idea, but no one plays the other game types as it is like that one gametype where you had to lay down 4 FOBs before the enemy (Domination?) which is a good one and underrated IMO.
"Push the Envelope, Watch It Bend"

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Wilkinson
Posts: 1916
Joined: 2008-08-18 21:55

Re: [Game Mode] Last Stand (Alamo)

Post by Wilkinson »

This would be Very Intresting. This could possibly for some reason pop up in some community Matches :O
;)
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GreedoNeverShot
Posts: 213
Joined: 2008-06-16 20:48

Re: [Game Mode] Last Stand (Alamo)

Post by GreedoNeverShot »

Kind of been suggested before, but differently.... Now I wait for the DEV wink.
"If you outlaw guns, only Outlaws will have guns."
Rangu
Posts: 843
Joined: 2007-02-08 14:34

Re: [Game Mode] Last Stand (Alamo)

Post by Rangu »

00SoldierofFortune00 wrote:Good idea, but no one plays the other game types as it is like that one gametype where you had to lay down 4 FOBs before the enemy (Domination?) which is a good one and underrated IMO.
(CnC) Command and Control, indeed underrated.
[R-DEV]Jaymz - If it wasn't for the F-18's incompetence, "Independence Day" would have ended half-way through.
ghoststorm11
Posts: 102
Joined: 2009-02-01 02:57

Re: [Game Mode] Last Stand (Alamo)

Post by ghoststorm11 »

I like the idea. This gives more depth to the style of play in PR. Instead of both sides attacking/defending (and scrambling to get their units to cooperate), a definite, clear objective is laid out. This would be a big help for new players who wish to learn the basic attack/defend strategy in PR. Teams can practice their offensive skills the whole time or try defense. It also does not have to be a base, but maybe a hill, a research facility, oil refinery, shipyards, beaches (like Normandy [even if its cliche]), defend a "convoy" (vehicles that are supplying other maps [like a truck hauling a tank to Kashan ;-) ] and when all the vehicles are destroyed, the game is over), defend a river (two or three bridges that need defending), defend a missile silo, etc.. Hope some of these add to your suggestion. This gets a big +2 from me.
Nemus
Posts: 178
Joined: 2009-04-07 13:07

Re: [Game Mode] Last Stand (Alamo)

Post by Nemus »

I think its too "static".
With a stationary team all strategies are reduced to half.
If you know where the battle will occur its all about good timing and number of attackers or defenders in a specific point.
Plus that static defences are good only for snipers. (The first battle will be for sniper kits :D )
richyrich55
Posts: 332
Joined: 2007-07-18 16:04

Re: [Game Mode] Last Stand (Alamo)

Post by richyrich55 »

*deleted*
Last edited by richyrich55 on 2009-04-15 18:03, edited 1 time in total.
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Sights
Posts: 132
Joined: 2008-12-25 10:10

Re: [Game Mode] Last Stand (Alamo)

Post by Sights »

I know that modern conventional warfare is built around mobility, and can see why this would put a lot of people off this kind of mode, but the fact is that so long as there are places that need to be defended, there will be sieges to take them, and those will need to be defended against, and that scenario doesn't allow for a great deal of mobility. So I don't think it's necessarily unrealistic, so long as it's implemented well.

And on that note, I like your idea. I'm not entirely sold on all of your points, such as the defending team not having tickets, but I'm more concerned about SoldierofFortune's point that yes, even though this would be a game mode that probably wouldn't be too difficult to implement, who will then play it? Alternate game modes don't have a great history outside of community matches, and I'm concerned that there wouldn't be enough interest amongst pub players to see it used.

Putting everything into context, I think that this game mode could allow for some very dynamic tactics being used, but the fact is that those sort of tactics aren't often seen on many pubs and so there's a good chance that the maps would eventually turn into unfun killing fields as Nemus was hinting at, and that would only make the maps less popular on pubs.

So my thoughts? It's a good idea that should be undertaken, but if it is, it needs to be done right. If you get it bang on the first time, you could be on to a hit. Otherwise, it'll just become another footnote in PR's history.
Axel
Posts: 264
Joined: 2007-07-25 07:54

Re: [Game Mode] Last Stand (Alamo)

Post by Axel »

I rather see these things happen naturally.
SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: [Game Mode] Last Stand (Alamo)

Post by SkaterCrush »

This sounds great, because I'm a natural turtle (in RTS', I like to hang back and wait, I like sniping), but the one thing I could see is nade spamming, with everyone entrenched in ther positions..its what they were made for. Also, you could only do this with US/British vs. Taliban/insurgent, because if it was British vs. China, China would just rape with helis and vehicle strafing runs, and with the spawn time the maps would be over in minutes. I see one thing here, I sort of used my logic to get to it. Basically you've got two sides, with the same amount of players, except one has worse technology and almost no vehicles, the other one is the most advanced country in the world. Theres a book I read called 3PARA, detailing the adventures of the 3rd para regiment (I think), anyways, they had the same situation. They holed up in their compounds (in cities like Museh Quelah. Sangin), and waited for assaults each day. In the end, no paras died from direct fire in their base, and the several that died did so while on patrol, on a mission or by a mines (although 3 men died from a shot by a 107mm Chinese rocket in the middle of the night, which we dont have here) left by the Russians. Taliban snipers suck, and the RPGs cant hit anything accurately farther than 100 meters, and if you set up HMGs, they will mow down everything within a 500m circle around your "area". I know it doesn't look like I support this but I actually want it to work, because it would be awesome, just I don't want to play on a very lopsided game mode/map.
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Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: [Game Mode] Last Stand (Alamo)

Post by Zimmer »

I dont like it, there was a map where US had to charge at a hill where the chinese had bunkers all over the hill, for the blufor you had up on one of the sides if you where lucky. The map had more flags, and US had artillery, but with the grenadiers firing down grenades snipers/marksmens looking down on the spawn point it was just a killing spree for the chinese.
Rhino
Retired PR Developer
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Re: [Game Mode] Last Stand (Alamo)

Post by Rhino »

aka, King of the Hill?
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Glimmerman
Retired PR Developer
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Re: [Game Mode] Last Stand (Alamo)

Post by Glimmerman »

It sounds a bit like our AASv3 spin off for our Raid at Dawn map.

It makes a Afghan compound the Alamo and its surrounded by Taliban spawns that you can take out permanently, the compound itself is cappable.

Taliban wins when the Compound is capped and the ticket bleed uses all the Dutch tickets

The Dutch win when they keep the compound and remove all taliban spawns.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [Game Mode] Last Stand (Alamo)

Post by Rhino »

[R-DEV]Dr Rank is also considering a "King of the Hill" mode for Sangin where the brits need to defend the FOB from lots of and lots of Taliban, but ye like you said, can easily be done with the AAS game mode, all you need is 1 single flag...
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Aliblista
Posts: 67
Joined: 2009-01-21 23:18

Re: [Game Mode] Last Stand (Alamo)

Post by Aliblista »

meh, its not a bad idea but im hoping for something like this but with more creativity aka objective - coming soon

But im dreaming of a sf map (if sf factions ever happen) where a large office-like building has been taken over/hostage by ins and the blufor faction must infiltrate and secure the building floor by floor (imagine the grenade trap chaos and office shoot outs :D )

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Cptkanito
Posts: 384
Joined: 2008-08-31 12:06

Re: [Game Mode] Last Stand (Alamo)

Post by Cptkanito »

'[R-DEV wrote:Rhino;993072'][R-DEV]Dr Rank is also considering a "King of the Hill" mode for Sangin where the brits need to defend the FOB from lots of and lots of Taliban, but ye like you said, can easily be done with the AAS game mode, all you need is 1 single flag...
Oh, king of the Hill.....I like :lol:
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