Re: Alternative Insurgency
Posted: 2011-08-31 00:23
So I had another idea of how we could combine the AAS and INS game modes.
Basically you're playing AAS at the start of the match. 5(or more) Flags are placed all over the map, with random placement, so no two matches would be the same route. All the flags start off in the hands of the insurgents. When Blufor cap a flag, it can never be re-capped by the INS. And once blufor caps a flag, it spawns one or two caches in the area. And then the normal INS intel gathering and cache marker system happens. Blufor looks for caches, insurgents scramble to stop them or get as many kills as they can. And then the blufor proceed to the next flag to enable the next couple caches to spawn.
Some things that a system like this would allow, is insurgent emplacements and pre-placed hideouts could be around each flag they own. And the emplacements could replace themselves(after a duration) if blufor destroys one, for example a hideout beside a flag that isn't in play yet, would rebuild itself 5 minutes after blufor destroys it.
Also this would give the insurgents more of a chance to "dig in and hold an area" rather than sitting directly on top of a cache. They would still have to defend the cache when the area becomes overrun and the flag turns(and caches spawn), but there would be less chances of a couple blufor making a suicidal dash for the cache with C4 while the whole INS team is still in the area. It would force the blufor to actually clear the area before conducting their cache clearance mission.
The mapper placed items would be a nice addition. Think, stock piles of ammo, PKMs in windows, hideouts, sandbag barriers, etc. They would be everywhere at the start of the round and as the blufor make progress, there would be less and less. With random flag orders, the mapper could setup enough variation so that people don't always know where they would be.
If people on both sides simply ignored the caches and attacked & defended the flags, once all the flags are blufor, they would still need to go back and clear the caches, except now the insurgents would have 10 caches to rearm and spawn on. And on the flip side, the blufor would be more likely to stumble upon an undefended cache.
There are a lot of other things to consider, like rewarding blufor with tickets for capturing flags, the dreaded "too many networkable objects", should cache spawning be disabled, what happens if insurgents hold up in an amazing position and can't be cleared, etc. But, I think a system like this could really improve the insurgency gameplay. It would give the OP what he wants (alternate objectives) while keeping the spirit of the game mode alive and kicking. And I'm 90% sure that everything in this idea would work with just minor map tweaking.
Thoughts?
Basically you're playing AAS at the start of the match. 5(or more) Flags are placed all over the map, with random placement, so no two matches would be the same route. All the flags start off in the hands of the insurgents. When Blufor cap a flag, it can never be re-capped by the INS. And once blufor caps a flag, it spawns one or two caches in the area. And then the normal INS intel gathering and cache marker system happens. Blufor looks for caches, insurgents scramble to stop them or get as many kills as they can. And then the blufor proceed to the next flag to enable the next couple caches to spawn.
Some things that a system like this would allow, is insurgent emplacements and pre-placed hideouts could be around each flag they own. And the emplacements could replace themselves(after a duration) if blufor destroys one, for example a hideout beside a flag that isn't in play yet, would rebuild itself 5 minutes after blufor destroys it.
Also this would give the insurgents more of a chance to "dig in and hold an area" rather than sitting directly on top of a cache. They would still have to defend the cache when the area becomes overrun and the flag turns(and caches spawn), but there would be less chances of a couple blufor making a suicidal dash for the cache with C4 while the whole INS team is still in the area. It would force the blufor to actually clear the area before conducting their cache clearance mission.
The mapper placed items would be a nice addition. Think, stock piles of ammo, PKMs in windows, hideouts, sandbag barriers, etc. They would be everywhere at the start of the round and as the blufor make progress, there would be less and less. With random flag orders, the mapper could setup enough variation so that people don't always know where they would be.
If people on both sides simply ignored the caches and attacked & defended the flags, once all the flags are blufor, they would still need to go back and clear the caches, except now the insurgents would have 10 caches to rearm and spawn on. And on the flip side, the blufor would be more likely to stumble upon an undefended cache.
There are a lot of other things to consider, like rewarding blufor with tickets for capturing flags, the dreaded "too many networkable objects", should cache spawning be disabled, what happens if insurgents hold up in an amazing position and can't be cleared, etc. But, I think a system like this could really improve the insurgency gameplay. It would give the OP what he wants (alternate objectives) while keeping the spirit of the game mode alive and kicking. And I'm 90% sure that everything in this idea would work with just minor map tweaking.
Thoughts?
