Mats391 wrote:id rather go for a similar system like limited kits use: you have a pool of 3 hideouts, after one hideout is completly destroyed (gone from map) it will return back to the pool after 10min.
Good suggestion.
With the stuff mentioned above, you have VIP (find Squadleaders that start the "uprising"), Insurgency (find hidden stuff) and CnC (find Spawnpoint to win) all combined in one gamemode
I like idea with everybody spawning as civilian, and SL need to build hideouts first, but I would require adding shovels to civis, which will replace resuscitate, or replace pistol for Officer.
Yes, I thought of the Civis as having no kit at all (only shovel / hand / wave and such), without epipens and rope and all that.
I think that there should be weapon caches instead of hideouts, which will start slowly spawning kits, so first some with shotgun and bolt-action rifles, after like 5 min first AKs, after 10 ARs, marksman rifles, saper kits, like AT, and after 20 MMGs, HAT, Arty IEDs. So it would encourage players to actually defend this caches, so they can defend and ambush BLUFOr better, instead of moving from one part of map to another placing hideouts randomly.
I think the Kits availability should not be relying on passing time but on the number of Hideouts being available.
First Hideout built: People can request/pickup "low value" weapons (Makarov, Pistols, First-Aid-Kit..)
2 Hideouts: People can request/pickup "low to medium value" weapons (SKS, Epipens, Mossberg, AK47 ... )
3 Hideouts: People can request/pickup "low to high value" weapons (RPG, ArtyIED, AK74, SVD ...)
This gives the hideout-system an actual impact on gameplay and makes them very important as the crucial "infrastructure" for the uprising. If hideout gets destroyed, the weapons that can be requested have a lower value. If all hideouts are destroyed, everyone is going to be a civi again (I'd suggest heavy ticket bleed)
(reminds me of SurvivalGames System, ask Onil about that)
That would be combined with late spawn-times for Bluefor-Vehicles (to simulate the deployment of a stronger force once the uprising becomes bigger) because they would otherwise rape everything in the beginning.
I find this a very innovative, dynamic new way of PR-gameplay. However, I see that our suggestions go far behind that what can be coded/implemented in a way that does not take too much effort, so we maybe should concentrate on keeping it simple
