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Re: [Game Mode] Last Stand (Alamo)

Posted: 2009-04-15 15:57
by Sniperdog
[quote=""'[R-CON"]Glimmerman;993046']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.[/quote]

Its somewhat like this except the taliban spawn points wouldn't be removable.

[quote="SkaterCrush""]the one thing I could see is nade spamming, with everyone entrenched in their positions..its what they were made for.[/quote]
CanuckCommander wrote:
Def Team

-Limited ammo crates and spawn on a timer (every 20mins?) to make sure they conserve ammo
This would be a very accurate replication of real life as one of the aspects of the round would be the defending team dealing with limited ammo.


SkaterCrush wrote: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.
CanuckCommander wrote: 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
Or basically a simulation of the hell that ensues over time as one is stuck in a single position against a much larger force...

Re: [Game Mode] Last Stand (Alamo)

Posted: 2009-04-16 01:03
by aperson444
What if we made it more interesting, and gave the DEF team some time to set up defenses with limited supply crates. The offense would have to go through these. Don't make it vehicle-less, but no air and no armor.

Make the flag in a compound like the one you see from the arch in Ramiel (it's large, gray, and on the US side). It should be relatively hard to cap.

Re: [Game Mode] Last Stand (Alamo)

Posted: 2009-04-16 02:47
by General Dragosh
Very interesting idea, i like it-as do lots of people here xD

Very interesting gamplay mechanic i zupport this :D

Re: [Game Mode] Last Stand (Alamo)

Posted: 2009-04-16 05:34
by TF6049
Yeah... for every X tickets the enemy loses, they get 1 of these
10 tickets = HMMV
50 tickets = Light APC
100 tickets = attack heli (LB/Huey/etc...)

Re: [Game Mode] Last Stand (Alamo)

Posted: 2009-04-16 13:49
by Sniperdog
I think it might also work to make vehicles spawn in as a function of time but tickets work also. Both ways make it so that as the attacking team gets closer and closer to losing they have more assets available.

Re: [Game Mode] Last Stand (Alamo)

Posted: 2009-05-04 12:33
by [S4C]Solo
i approve :D

Re: [Game Mode] Last Stand (Alamo)

Posted: 2009-05-04 13:32
by Smuke
I like this 'king of the Hill Idea' on a OFB. But I think the defending team should have to build the FOB (With the odd sangar static). Otherwise tactics would you just be reduced and it would end up like COD4 zombie.

Still, it u'd be really fun.

Re: [Game Mode] Last Stand (Alamo)

Posted: 2009-05-04 13:51
by Tarantula
Might aswell just make more maps for the COunter Attack game mode, same kind of principal.