Fortify & Assault - New Gamemode Concept

Suggestions from our community members for PR:BF2. Read the stickies before posting.
milobr
Posts: 398
Joined: 2007-06-10 23:06

Post by milobr »

Let the commander set up the hardpoints through his interface and the squads spawn there and then, bang, game begins. No need to wait 10 minutes or so.

Or, devs could set up like 20 possible hardpoints in strategic areas and then they randomly are choosen. If you think about it, 20 possible hardpoints would allow TONS of combinations.
Jester_Prince
Posts: 112
Joined: 2008-03-15 01:28

Post by Jester_Prince »

SleepyHe4d wrote:Sorry but this idea wouldn't work at all for a couple simple reasons. One being that it makes no sense at all that you wouldn't be able to cap it back. Another is it makes no sense that a team would be trying to defend or attack certain areas. That's what flag are already there on a map for, to simulate that that is a certain area that your country would benefit from capturing. If someone puts a 'hardpoint' out in the middle of a desert what the heck would be the benefit of defending or capturing that area?

Not all hope is lost though, my last point is exactly why a part of this idea could be applied to another gametype: Insurgency. How about letting the insurgents get to decide where the weapons caches are? This way it makes perfect sense why they would be placed possibly anywhere on the map and it's also an incentive for the other country to want to destroy them no matter where they are. Also the weapons cache being destroyed solves the problem of not being able to recap. :p

Wouldnt the fact that theres a MAIN BASE of the defending army there be a good enough objective, and reason to attack. The placable control points would be like watch towers and outposts, if the defence is left to the cammander it might make a little more sence, and your less likley to get idiots placeing them in random places.

The down falls of this mode I can see is if one team is without a commander, they would be praticaly screwed.

As for your insurgency idea thats terrible, at the moment insurgents are already defending their caches like fortresses, giving them the option to place them their selves would jst mean they would always place them inside the city, which lets face it would get very dull and repetative and would make them nearly impossible to get to.


Its a great idea, and having to set up your own frontlines would be fun.

Another thing that might make it more balanced is if the opposing teams assests spawn in alot quicker, so choppers, humvees/rovers, boats, APCs all spawn in half the time of the defensive team, allowing the offensive team to keep the pressure on, and also show that the defensive team has been cut off and is making a stand, their reinforcments are low to non exsistant while a attacking force is usualy well supplied and prepared.

I also agree that once lost the CP's would be destroyed for the defenders, they are defending and it can be assumed that they are going to be pushed back to another CP or their main base, this would still allow offensive forces to attack behind enemy lines covertly because its likley the forward posts will be better manned while the rear posts would be relativly undefended.

What would be nice is if squad leaders could set up trip smokes, so they can trap areas and be warned if the enemy is in a certain place. Something with a longer wire then the sniper smokes though and better signal smoke.
Im sorry I went to Mars for a second there but im back now and I got T-Shirts for everybody.
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

milobr wrote:Let the commander set up the hardpoints through his interface and the squads spawn there and then, bang, game begins. No need to wait 10 minutes or so.

Or, devs could set up like 20 possible hardpoints in strategic areas and then they randomly are choosen. If you think about it, 20 possible hardpoints would allow TONS of combinations.
The idea is to allow the defenders to set up a defense, meaning plenty of static razor wire, sandbags, bunkers, firebases, anti-air, mines, C4, trip flares, ambushes etc. Doing it your way doesn't really allow any of that, and sees the defenders placed at a disadvantage in that they now have to hastily set up around the randomly placed hardpoints.

I'm in the firm belief players within the PR community are patient enough to wait. The offensive team could spend their time creating a strategy as to who has what, who's going where, etc.

__________

About the air support given the offensive team. I don't see it as too much of a problem. Remember the hardpoints are like CPs in that they must be captured by ground pounders. Also, the defenders should have constructed AA defenses. Might make it somewhat easy for pilots to identify the locations of hardpoints, but they still have to go through the process of informing the team of the location (The hardpoints won't simply show up on the player's map like CPs in AAS do).
Jester_Prince
Posts: 112
Joined: 2008-03-15 01:28

Post by Jester_Prince »

Id wait :D aslong as theres no time limit on the map, the whole idea rocks and might bring back some of the play styles that I belive insurgency has lost... like sneaking around covertly to the back ect.

Having the CP's only nutralized by ground forces would still mean air forces have a use... dropping a JDAM on the target area is pretty much going to wipe out all the forces in that area and allow for the troops to move forward easily.

I love this idea, I really hope the Devs take enough notice of it.
Im sorry I went to Mars for a second there but im back now and I got T-Shirts for everybody.
[T]MLPatriot
Posts: 223
Joined: 2007-09-17 14:43

Post by [T]MLPatriot »

hopefully the Devs are watching. Great idea Terra.
gclark03
Posts: 1591
Joined: 2007-11-05 02:01

Post by gclark03 »

Agreed. We can't pitch this to the public servers, though - pub players are just too obstinate to give a damn about strategy. It could work for one of those special matches or even Tourney play, but I can't see it working well on a public server.
milobr
Posts: 398
Joined: 2007-06-10 23:06

Post by milobr »

'[T wrote:Terranova7;646000']The idea is to allow the defenders to set up a defense, meaning plenty of static razor wire, sandbags, bunkers, firebases, anti-air, mines, C4, trip flares, ambushes etc. Doing it your way doesn't really allow any of that, and sees the defenders placed at a disadvantage in that they now have to hastily set up around the randomly placed hardpoints.

I'm in the firm belief players within the PR community are patient enough to wait. The offensive team could spend their time creating a strategy as to who has what, who's going where, etc.
You know what will happen?

After a few games people will find out that some spots are better than others, and then they'll end up setting up hardpoints in the same places every game because that terrain allow some advantage. Example: a hilltop.
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Post by Zimmer »

milobr wrote:You know what will happen?

After a few games people will find out that some spots are better than others, and then they'll end up setting up hardpoints in the same places every game because that terrain allow some advantage. Example: a hilltop.
Yes after a time people will do that, but a hiltop if the attackers have helis and maybe jets it wont really be the best place to put it. And then some smart asses will place them on unexpcted places since that will confuse more and give the defenders hopefuly the suprisingly element maybe.

This would still rock in clan matches and organized matches.
DannyIMK
Posts: 226
Joined: 2008-01-28 18:16

Post by DannyIMK »

Great Idea But No Spawn For 5-10 Mins Is Much.. Peoples Dont Have Much Patience..
So Maybe There Be "Do Not Desert" Or Razorwire That Will Be Deleted In The 5-10 Mins.. But I Think its hard coded..
Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Post by Zimmer »

Do somthing else thoose 10 minutes like go to the wc take something to drink relax and poof the 10 minutes has been used up and you can go out cpaturing hardpoints.

And please dont make big letters for each word write something alittle more understandable big letters in every word dosent make you more understandable makes you less understandable.Everyone will take you more seriously.
ir0n_ma1den
Posts: 253
Joined: 2007-07-15 15:22

Post by ir0n_ma1den »

i've been trying to find this thread for a while.

This is the best, most realistic game mode. If all the bugs can be worked out, then this would be the future of PR.
asianator365
Posts: 45
Joined: 2007-06-03 20:27

Post by asianator365 »

I can see it now: Massive 30 player server kicks for being idle while the defensive team builds their hard points.
Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Post by Conman51 »

the only twhats the motivation for the defensive team to place hard points.....their has to be a rule wharee they need at least one.....or the computer auto places one randomly....and is it that the more hard points there are the more bleed they have??/
[T]Terranova7
Posts: 1073
Joined: 2005-06-19 20:28

Post by [T]Terranova7 »

Conman51=US= wrote:the only twhats the motivation for the defensive team to place hard points.....their has to be a rule wharee they need at least one.....or the computer auto places one randomly....and is it that the more hard points there are the more bleed they have??/
Erm, obviously if the defenders fail to set a single hardpoint, they flat out lose the game, making an automatic victory for the assaulting team.

There's no bleed involved. In fact, tickets probably won't be present for the defending team at least. The assaulting team would have a limited amount of tickets to operate with. Because at the moment the defending team will only achieve victory if they bring the enemy ticket count to zero.
diesel14lars
Posts: 85
Joined: 2007-06-16 04:21

Post by diesel14lars »

This is what I have dreamed of PR being and is an excellent suggestion!

It's like a combination of Search and Destory for the offensive team, and Hold the Line for the defensive. Let the attackers spawn so that they can get ready, etc, but restrict them to staying in their Staging area, and do not have any vehicles spawn until the timer is up. On the defensive side, in order to give incentive to build Hardpoints in addition to the fact that you need them to win, have mapper placed rallies all around the defensive zone in logical locations, IE in villages, hilltop, ridges etc. Have them all disappear when the attacks tarts so if you haven't built anything, you're done.


Great idea!!
Image
Post Reply

Return to “PR:BF2 Suggestions”