salaminl wrote:In the game vietcong they had a mode were the american team had to escort a downed pilot to a save zone, it was pretty fun but i don't know if it fits PR.
More interesting and Vietnam-like would be "Combat SAR" gamemode, mixing Extraction with other elements.Tannhauser wrote:Smells like the Extraction game mode.![]()
In a randomized location on a large jungle-filled map, there's an American airman (player-controlled: exactly one player from the US team MUST be the pilot, maybe assigned forcibly and randomly at session start). His radio is broken, so both sides will have to search the jungle for him (don't know if it's possible to disable the map for the pilot and prevent him from simply telling the coordinates; if not, then make the "crash site" visible to both teams at start). Let's assume the pilot is injured, so at first, he has a very small zone where he can move without going OOB. If Americans come within a certain distance of him, he can move freely again (lift the OOB for him; suspension of disbelief says that fellow countrymen are helping him to limp along), if NVA/VC come within a certain distance, he is "captured" and gets the OOB again (unsure how he could be forced to "follow" them to Vietnamese main; is it possible to code moving OOB centred on nearest Vietnamese player, if he's closer than the closest American, thus forcing the pilot to follow his captors?). But anyway, the pilot should be able to be captured and liberated over and over.
To make this more interesting than regular Extraction, however, the US mainbase is separated from the rest of the map by an OOB zone, requiring that a rescue chopper picks up the pilot -- no walking home. American ground teams might have to be airlifted in as well, until there are rally points availabe in the jungle -- or better yet, have "invisible FO's" in the jungle to represent patrols searching for the pilot. The Vietnamese, lacking helicopters, will have no OOB around their mainbase. To oppose the landing of the rescue chopper, the NVA/VC has AA nests sprinkled generously around the map - US ground forces and air support must take these out in order to allow safe landing for the rescue chopper, or failing that, land the chopper far enough. Also, there's only a limited amount of clearings large enough for a helicopter to land on in the jungle.
If the Americans manage to bring the pilot to their mainbase, they win instantly. If it is possible to force the "moving OOB" above, then the Vietnamese win if they bring the captured pilot to their main. (To prevent overly long matches, could have tickets as well - whoever controls the pilot when tickets run out, wins.) If the pilot is killed, the side that made the fatal shot, loses (pilot wandering outside his OOB counts as a US loss; however, if there's the "moving OOB" after he's captured, then what prevents the sneaky Vietnamese players simply outrunning him and forcing his OOB death, getting instawin in the process?).
Of course, there's several variables that could be played around - maybe the rescue chopper won't spawn until some time has passed (simulating that the jungle patrol will first have to call in the chopper once they have found the pilot alive). Maybe there's only a limited number of rescue choppers, or at least they have very long spawntimes. Or that overflying aircraft will not "release" the pilot to move, only ground troops and/or chopper crewmen. Or should it be simply that the NVA/VC tries to kill the pilot, but the pilot can move from the start?
