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Re: [Project] Shadowspear (Special Forces Minimod)
Posted: 2013-11-21 21:03
by Acemantura
Heavy Death wrote:This just aint gonna work. I think you're better off creating an event with SF missions.
30v30/50v50 specops vs militia will just turn into normal pr where ones have supressors and others have tanks.
You cannot say that specops will use advanced military maneuvers, use stealth whatnot because they simly dont have the advantage of real life.
If blufor are outgunned, they will most probably die, because this is a game. If you could say: Milsim/tacticool/PRPros guys get on blufor and dumb peple to the opfor side, then yes, but opfor will use as much stealth as the specops and then its meh.
This gamemode hasn't even been made yet. There are no set rules or set slots to use or set anything.
I should imagine, teams will either be limited to allow a true spec ops challenge or opened in a way that would hopefully balance out a full server's gameplay.
Special Project (Operation Shadowspear) Please Contact If Interested
Posted: 2014-09-05 04:08
by Bluedrake42
I need help.
Add me on Skype (Bluedrake42) Looking for talented individuals to work together with on a special project.
More details will be discussed in person. You can also contact me on our Teamspeak (ts.fcvgaming.net)

Re: Special Project (Operation Shadowspear) Please Contact If Interested
Posted: 2014-09-05 06:52
by camo
Posted: 2014-09-05 07:23
by Bluedrake42
this is related to the project only vaguely, its ultimately a different thing
Re: [Project] Shadowspear (Special Forces Minimod)
Posted: 2014-09-10 22:15
by Insanitypays
I've never been interested in special forces for PR, but I may be coming around- there might just be a place for it if its done right. When it comes to gameplay, we need something to make playing opfor fun.
The only foreseeable problem is finding experienced people with the skills to make an actual gamemode (many have left the community)
...
Ideally, the gamemode should work well with 20-40 players. The teams should be balanced to have 4-8 players on one team, with 15-30ish players on the defending opfor team.
Gamemode:
*multiple insertion points for the SF team to choose from at the beginning of the round. maybe a dynamic parachute spawn or something for the rest of the game.
*5 destructible objectives (airstrips, radio towers, AA, dairy farms, etc)- each is worth 100 tickets
*Blufor should have about 20 tickets, while opfor gets something like 300. Blufor can only lose tickets by being killed- Opfor loses tickets when an objective is destroyed.
*Opfor has to defend objectives and hunt Blufor- they get scout choppers, light vehicles, and one armored vehicle (OPFOR's armored vehicle will only have mgs and HE (no thermals))
*Blufor has a more limited kit selection- no launchers or heavy weapons. They have a limited kit with C4 for destroying objectives
*Opfor's kits will be rather limited as well to avoid Blufor stealing a HAT and killing their armor/vehicles. They will have their usual kits, but no ordinance (c4 or at) in order to prevent griefing.
*For every blufor killed by opfor, the opfor team gets an area scan of the whole map (not a uav)- the commander has one chance to see where they are- I believe this is to represent a mistake made by the special forces that compromised their location. It gives the opfor team an idea of where to look. At the same time, the blufor team knows they 'dun goofed' and they need to escape.
*Blufor gets no assets (there's no need for them)
*The gamemode needs its own very specific set of maps. They need dense foilage or darkness to allow blufor to sneak around, but they also need open/well-lit areas around objectives that give opfor their own edge. Shadowspear maps need to have 5 major destructible features. Maps need to be large to allow some space between objectives and fidelity for the blufor team to attack objectives.
How It Should Play Out:
At the beginning of the round, blufor makes 1 or 2 squads and discusses where they want to spawn in and what objectives they will hit in what order. Meanwhile, Opfor will try to predict blufor's actions and defend as many bases as they can. Opfor should have fun trying to hunt down Blufor.
The blufor guys get nothing out of killing opfor, so in a majority of combat situations, they'll pull out and try to sneak off while opfor tries to chase them down.
The highlight here is to make this more 2-sided. The opfor are not robots to be killed in mass for the amusement of blufor- they are hunters who are searching for an elusive enemy. The blufor know that it isn't in their best interest to shoot on sight, and should have a higher objective in mind- in rare cases they should be able to win a round without firing a shot.
Possible Map Ideas:
Chemical Weapons(night/day): 4 Chem weapons sites and an airfield with similar features as Sbeneh US v Syrian Army
Propaganda(night): 5 Radio towers around Ramiel US v ARF
Spies Like Us(night): 5 nuclear launch sites in a snowy forest GB v RU
Cartel: Airfields, radio towers, and drug stashes in a dense jungle US v Militia
I could assist with retexes and possible kit models if someone makes a gamemode. Feel free to contact me any time
Re: [Project] Shadowspear (Special Forces Minimod)
Posted: 2014-09-10 23:57
by bren
I can make a couple models and do some programming, I wouldn't consider myself a key contributor, however, mainly due to my business.
Posted: 2014-09-21 15:55
by wrecker
I'd love to give my time to help but I'd also need a little training and help along the way.
Re: [Project] Shadowspear (Special Forces Minimod)
Posted: 2014-12-17 04:17
by Murdoch89
scenario sunday special forces mp5 squads would be legit XD