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Re: Gametype: Hold Position

Posted: 2013-05-12 19:11
by Rhino
Ye "Sniper One" is an awesome book about a modern Siege, but there was a Siege on Sangin in r/l too in something like 2006 which didn't have much armour support (other than iirc some Scimitars in the FOB which would climb up onto dirt mounds to shoot over the HESCO), only support they had there was from the air.

Re: Gametype: Hold Position

Posted: 2013-05-12 19:14
by hobbnob
[R-DEV]Rhino wrote:Ye "Sniper One" is an awesome book about a modern Siege, but there was a Siege on Sangin in r/l too in something like 2006 which didn't have any armour support, only support they had there was from the air.
Damn you Rhino I was expecting you to tell me there was a book about it XD

For gameplay reasons I don't think air support would work unless it was a harrier instead of an apache, and even then I think it won't work. You'll get a few people spending ages waiting for it to respawn, then it'll blast anything stuck in the open (as in rl) then it'll get shot down. I'm not saying it's not realistic to get harrier support, but I don't think it would work in PR.

Re: Gametype: Hold Position

Posted: 2013-05-13 10:01
by Darman1138
Would this be a better coop mode? You'd have Blufor as the players and insurgents as AI that respawn fast and have infinite respawns?

Re: Gametype: Hold Position

Posted: 2013-05-13 10:03
by Chuc
I'm up for this as new game mode, just say'in :P

Re: Gametype: Hold Position

Posted: 2013-05-13 12:11
by Rhino
BTW for PR:Vietnam someone could make the Siege of Khe Sanh :)
Battle of Khe Sanh - Wikipedia, the free encyclopedia
Would need to do it at a much smaller scale than r/l and would be more than just one "flag" to defend (could do it with if you loose the flag, you can't cap it back) but still could be pretty interesting to do :)

Also the Battle-Plan's Siege episode is also a good watch on both the above battle and general Siege tactics for anyone considering making a map on this concept :D

Re: Gametype: Hold Position

Posted: 2013-05-13 19:59
by waldov
Khe sanh would be epic!

Re: Gametype: Hold Position

Posted: 2013-05-14 18:12
by Sebi330
waldov wrote:Khe sanh would be epic!
Well, I just watched the BATTLE PLAN documentary-thing and checked ol' google :

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The Khe Sans Base seems perfect fit for this gamemode and maybe it could be even done in fullscale, which ,for sure, would make a great map especially for 64 or even 128 players.

It would have somekind of "multistaging" and seems to be doable in the BF2-engine with a size 1:1 about 800m x 1.8km (estimated from the pic above).
Even though I am not a mapper and I have no clue of engine limitations, I do not think that a bunch of trenches and tents causes the same problem like a full city of this size plus the surrodings do not look like they contain much of any vegetation , so maybe even a 4x4km map with a large NVA staging area and enough size to surround the base completly is possible.

Re: Gametype: Hold Position

Posted: 2013-05-14 18:28
by Rhino
Doing just the airfield itself on its own would be boring and wouldn't represent the real battle/siege at all well. You would want to have the surrounding hills/strong points around the airfield in order to defend from and doing that to 1:1 scale would be around a ~12km^2 map (which using BF2's terrain the max is 4km^2)
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I would also advise not doing it to scale (even if it was possible) to ensure better gameplay and flow.

Re: Gametype: Hold Position

Posted: 2013-06-11 21:22
by Cassius
In Khe Sahn you had one side shelling the enemy Base, trying to dig their way into it and on the other side ppl sitting in shelters and when they werent sitting in shelters taking supplies and directing CAS artillery and mortars. Sounds fun and it could be done with the ARMA engine, but most players want the enemy in their crosshair experience.

Re: Gametype: Hold Position

Posted: 2013-07-02 15:25
by Bryan
I love this modes, i say give some vehicles for insurgents just not suicide veicles just transports, that way they have to rush the BLUFOR and are more inclined to attack/draw fire. Maybe an apartment block to defend that way snipers can be used but then when they get close....

Re: Gametype: Hold Position

Posted: 2013-07-02 17:20
by Viperelite
Even just modified insurgency layers with only 1 cache at a time would be almost like a hold position game made. Would be fun to have a few layers like that. It would focus everyone onto 1 cache and make it a little more interesting sometimes.

I remember a few servers use to run something called DBmod that only had 1 cache running at a time. And honestly it was the most fun Ive ever had on insurgency. It is so much more intense when you have everyone fighting over 1 location.

Re: Gametype: Hold Position

Posted: 2013-07-02 19:01
by Tarranauha200
My idea:

BLUFOR needs to defend 30-60mins against OPFOR attack. After that BLUFOR gets "reinforcements"(CAS and armored vehicles spawn) and is given task to counter-attack and capture enemy positions.

Re: Gametype: Hold Position

Posted: 2013-07-02 20:11
by saamohod
Tarranauha200 wrote:My idea:

BLUFOR needs to defend 30-60mins against OPFOR attack. After that BLUFOR gets "reinforcements"(CAS and armored vehicles spawn) and is given task to counter-attack and capture enemy positions.
Sounds pretty exciting.
+1 on this.

Re: Gametype: Hold Position

Posted: 2013-07-02 20:18
by hobbnob
saamohod wrote:Sounds pretty exciting.
+1 on this.
Another +1 to that, stick a couple of opfor spawns on either side of the blufor base about 500m away, then perhaps a techie or two. That way they're not an uber horde like the current RP system but there's still some nasty firepower to bring down.

Re: Gametype: Hold Position

Posted: 2013-08-13 07:28
by waldov
Couldn't this be done by essentially making an insurgency map AAS with the insurgents attacking and Blufor defending?

Re: Gametype: Hold Position

Posted: 2013-08-13 19:40
by hobbnob
waldov wrote:Couldn't this be done by essentially making an insurgency map AAS with the insurgents attacking and Blufor defending?
Yep, Christmas hill is a good example of that working rather nicely.

Re: Gametype: Hold Position

Posted: 2013-08-13 21:40
by ryan d ale
Hold Position?

Otherwise known as Seige.

Re: Gametype: Hold Position

Posted: 2013-08-15 10:12
by Ushiri
Jorgee! wrote:I wan't to share the idea that the other thread gave to me.... but as the other thread is confused with CnC as it's creator made it that way, i'm starting this new one.


This would be opposite to INSURGENCY GAMEMODE, how? Well, NATO/BLUFOR will have to defend a BIG Base from INSURGENTS, and INSURGENT's objective would be to destroy some Communications posts that would quit 25 tickets to NATO each one.


Obviously mappers will have to get some bigger bases and more complicated to penetrate with more defenses.
Its a very good idea for a new mapmode and very realistic, It would be an awesome thing to lift the siege. Also you dont need to make a new map for it, you can use existing maps and just modify them.

I hope this gets the attention it deserves. This sounds absolutely wonderful. I think combat frontline can move to quick...and this sure as hell would make a good combat situation to deal with.

Most important thing is that they game session just wont be to short.

Re: Gametype: Hold Position

Posted: 2013-08-20 00:02
by waldov
Ushiri wrote:Its a very good idea for a new mapmode and very realistic, It would be an awesome thing to lift the siege. Also you dont need to make a new map for it, you can use existing maps and just modify them.

I hope this gets the attention it deserves. This sounds absolutely wonderful. I think combat frontline can move to quick...and this sure as hell would make a good combat situation to deal with.

Most important thing is that they game session just wont be to short.
Yeah as i recall something like this might be worked out for siege at Ochimara. Personally I really hope we get something like this for Korengal valley though, Restrepo here we come!

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Re: Gametype: Hold Position

Posted: 2013-08-20 01:43
by Arab
That idea is awesome! Got my support