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Re: New Game Mode: Rebellion suppress

Posted: 2013-06-29 12:19
by gdpr_user1
zombie-yellow wrote:I approve this mode ! It will be very fun, if well balanced.

Since it's a rebellion, I have this idea:

The BLUFOR spawns in control of the city, along as having a main off-city. The Insurgents spawns completely randomly in the city and have to destroy FOBs (not player-based FOBs, scripted FOBs, much like weapon caches) and for every FOB they destroy, they get acces to better weaponry and vehicles (maybe those nice new shiny BMPs :p )

Once they get rid of all the FOBs, they'll have to capture the BLUFOR main base.

It would make more sense that way because it's a Rebellion :p

Basically, my idea is the contrary of what the OP was thinking, but his idea was pretty much like Insurgency IMO ^^

Tell me what you think of this :)

EDIT: Also, Insurgents will finally have interesting and dynamic gameplay, since they'll be the main thing in this gamemode :p And BLUFOR will never get bored with their fancy toys anyway ^^
This idea sounds very interesting and i love the name of the gamemode, Rebellion!
In insurgency it is always Blufor pushing on Opfor that are mostly just defending themselves. (Atleast objective wise)

With this kind of gamemode you could simulate an uprising that is taking place in a an occupationzone with Opfor having an upper hand. However, to make it possible for Opfor to actually push on Blufor you can make it so that Blufor does not have that many heavy and fancy weapons, no cas, tanks or apc's.
Maybe Blufor have considered this zone to be more or less safe and aren't putting as much resources into it anymore, but they were wrong... :twisted:

For Opfor to win the game they have to ultimately push into Blufor base and occupy (cap) it, this will put a large area of maps that are never used for fighting to use, including the most often heavily fortified Blufor mainbases.

Anyone? :grin:

Re: New Game Mode: Rebellion suppress

Posted: 2013-07-04 07:11
by saamohod
Blackburn92xBHD wrote:
.... and also it would be very nice to see MEC fighting insurgents maybe :P

what do you think?
First thing that came to my mind :

? Death of a Tank ? Destroyed T-72 mission with GoPro - Darayya Syria +Subtitles - YouTube

Re: New Game Mode: Rebellion suppress

Posted: 2013-07-04 20:00
by waldov
gdpr_user1 wrote:This idea sounds very interesting and i love the name of the gamemode, Rebellion!
In insurgency it is always Blufor pushing on Opfor that are mostly just defending themselves. (Atleast objective wise)

With this kind of gamemode you could simulate an uprising that is taking place in a an occupationzone with Opfor having an upper hand. However, to make it possible for Opfor to actually push on Blufor you can make it so that Blufor does not have that many heavy and fancy weapons, no cas, tanks or apc's.
Maybe Blufor have considered this zone to be more or less safe and aren't putting as much resources into it anymore, but they were wrong... :twisted:

For Opfor to win the game they have to ultimately push into Blufor base and occupy (cap) it, this will put a large area of maps that are never used for fighting to use, including the most often heavily fortified Blufor mainbases.

Anyone? :grin:
Simplicity is best, if this gamemode were to happen its best to keep it simple as possible.

Re: New Game Mode: Rebellion suppress

Posted: 2013-07-11 03:24
by Adalaxy
you could add more handgun based kits to simulate a general lack of firepower but not arms.

Re: New Game Mode: Rebellion suppress

Posted: 2013-07-11 06:17
by theDaarkness
Sounds to me that essentially what this gamemode is is Reverse Insurgency. Blufor defend FOBs in place of caches while Ins actively seek out and kill randomly spawned fobs. Would be interesting if done right.

Re: New Game Mode: Rebellion suppress

Posted: 2013-07-19 09:18
by Insanitypays
[R-DEV]Rhino wrote:Its an interesting an orignal idea, I'll give you that :)

Coding the insurgent end python wise might be a bit tricky, but should be possible.

Think it would however need a better, more catchy name however. Possibly just "Rebellion" but ye, the genera idea could work, will see what others think before I make my mind up totally on this :)
How about 'Uprising'?

This would be perfect for the Mec vs Insurgent as well as Israel vs Hamas scenarios. I highly suggest this to be brought to fruition.

Could also work with China vs African forces- I would look forward to that for sure :D

Re: New Game Mode: Rebellion suppress

Posted: 2013-07-19 11:10
by Rhino
Echo331 wrote:How about 'Uprising'?

This would be perfect for the Mec vs Insurgent as well as Israel vs Hamas scenarios. I highly suggest this to be brought to fruition.

Could also work with China vs African forces- I would look forward to that for sure :D
If you read a couple more posts down I already posted that one :p
[R-DEV]Rhino wrote:Name suggestion that's just came to mind: "Uprising" :)

Re: New Game Mode: Rebellion suppress

Posted: 2013-07-19 19:17
by Insanitypays
[R-DEV]Rhino wrote:If you read a couple more posts down I already posted that one :p
Ah- I tend to tl;dr and just read the first two pages- It's a good name though!

Re: New Game Mode: Rebellion suppress

Posted: 2013-07-19 19:28
by redman0123
I'd like to see this game mode in PR 1.1 or something! Very cool suggestion

Re: New Game Mode: Rebellion suppress

Posted: 2013-08-13 07:29
by waldov
Awesome idea god only knows PR could do with a new game mode.

Re: New Game Mode: Rebellion suppress

Posted: 2016-10-08 04:34
by fluffypancakes
Here is an idea. How about we have the OPFOR start off with just a few tickets, and only SL can get guns. The rest are civies. They need to cap a controversial point (Police station, Hospital, Government building etc). However, the only way they can cap it is with civilians "protesting". The civilians need to out number the BLUEFOR at the point (the BLUEFOR are gonna be divided up between 2 different sites). The BLUEFOR can arrest the civies with shotguns tho ( :P take that annoying *** civies). Since it is just the beginning of the rebellion, the BLUEFOR are only armed with handguns since they r just cops. There aren't any crates at the point, so if they run out of shotgun shells they'll need a logi to come in and resupply them (which is open to ambushes). After a while some bolt actions, shotguns, few rifles, and handguns will spawn at main. If the BLUEFOR with the shotguns are arresting too many civies, then the OPFOR can go shoot them up (and the people who choose to bring a handgun will have the advantage of looking exactly like a civi). The points should be designed so when the chaos and gun battles ensue, atleast some civies are gonna end up dead. When the BLUEFOR kill civies, they'll gain "notoriety". This "notoriety" will be important for both BLUEFOR and OPFOR. If the OPFOR keep on attacking the point and capping it with violence first, the media will portray them as criminals, and they will only gain a few tickets when they cap something. The civilians will also choose not to help the rebels out if they have a lot of "notoriety", which means that people can't become civies anymore and BLUEFOR can shoot anyone on sight. Also they won't have their heavy assets spawn back too. If the BLUEFOR kill too many civies, then the OPFOR will get much more tickets when they cap something, and have the UN donate them some tanks and heavy assets to take out the dictatorship :lol: . When the OPFOR cap something, they have to build a FOB there and they will start gaining tickets/better weapons/other perks depending on what type of site they attacked. If they get a bank, they'll get much better weapons and a lot of tickets because of all the money, but some "notoriety" too. If they take a hospital, it will provide few better weapons, however if the BLUEFOR decides to attack it, then they will gain "notoriety" for attacking such a controversial site, and gain even more notoriety if any civies die there. After the first cap is taken, then the BLUEFOR get their rifles back and they can use light assets like humvees and transport helis. After another cap is taken, then the heavy assets like attack helis and IFVs are gonna roll out, giving the OPFOR a disadvantage and forcing them to try and get civies martyred at the chaotic points and also building Fobs at controversial areas like hospitals for the BLUEFOR to attack eventually allowing them to get heavy assets too. Once 5 caps are taken (like how BLUEFOR need to get 5 caches in insurgency), then the OPFOR need to make a final push at the enemy main base. The BLUEFOR objective is to defend the points, take down all the enemy Fobs at the sites, and run down their precious tickets. Sound good? ;-)

Re: New Game Mode: Rebellion suppress

Posted: 2016-10-08 05:32
by FFG
paragraphs

Re: New Game Mode: Rebellion suppress

Posted: 2016-10-08 16:32
by Mickey Mouse
[R-MOD]Nate. wrote:Very good.


Problems I see:

- Ins placing hideouts in very unfair places.
- Unlimited tickets for INS are an incentive to throw one's life away.
- How will the Hideouts be placed? No requirements?



Suggestion:

Every Insurgent spawns without kit (civi). Only Squadleaders have a kit to place hideouts. Hideouts then spawn (limited amount of?) weapons the Civilians can pick up/request. This would simulate the "uprising"-character of the gamemode, where people start fighting against their oppressors, have to organize weaponry and such. Meaning that in the beginning blufor can go and search for the "agitating persons" before they manage to build hideouts, which would give the start of the game a nice hide&seek character ;)
I love every bit of this idea. This should be a thing. Make it a thing.

Re: New Game Mode: Rebellion suppress

Posted: 2016-10-09 17:33
by X-Alt
fluffypancakes wrote:paragraph
I've already made a relatively similar concept of that on Beirut with the help of M42Z. The difference is that civis start with rocks, knives or a medic bag depending on what they want. They can also pick up enemy kits, and the defending team can only arrest via restraints (no shotgun). Intentionally chaotic for MEC as they have to look for knives and armed kits.

Coup MEC spawns on expiring rally points at either the bridge or TV station, while INS spawns at the Apartments that also spawns a Gary and 4 armed kits later on.


I can upload it if you guys want.

Re: New Game Mode: Rebellion suppress

Posted: 2016-10-13 11:23
by QuickLoad
X-Alt wrote:I've already made a relatively similar concept of that on Beirut with the help of M42Z. The difference is that civis start with rocks, knives or a medic bag depending on what they want. They can also pick up enemy kits, and the defending team can only arrest via restraints (no shotgun). Intentionally chaotic for MEC as they have to look for knives and armed kits.

Coup MEC spawns on expiring rally points at either the bridge or TV station, while INS spawns at the Apartments that also spawns a Gary and 4 armed kits later on.


I can upload it if you guys want.
wow that actually sounds pretty fun.
doesn't seem to scale for a 100v100, though!

Re: New Game Mode: Rebellion suppress

Posted: 2016-10-14 03:29
by QuickLoad
Another idea, it wouldn't be a super bad idea to make usage of the gasmasks and teargas from BF2:SF and incorporate it into this as a BLUFOR-LawEnforcement/Breacher kit.

Re: New Game Mode: Rebellion suppress

Posted: 2016-10-15 20:20
by Heavy Death
QuickLoad wrote:Another idea, it wouldn't be a super bad idea to make usage of the gasmasks and teargas from BF2:SF and incorporate it into this as a BLUFOR-LawEnforcement/Breacher kit.
Go play SWAT4 then.

Also not possible because of the different shaders used for suppression.

Re: New Game Mode: Rebellion suppress

Posted: 2016-10-18 05:14
by rushn
X-Alt wrote:I've already made a relatively similar concept of that on Beirut with the help of M42Z. The difference is that civis start with rocks, knives or a medic bag depending on what they want. They can also pick up enemy kits, and the defending team can only arrest via restraints (no shotgun). Intentionally chaotic for MEC as they have to look for knives and armed kits.

Coup MEC spawns on expiring rally points at either the bridge or TV station, while INS spawns at the Apartments that also spawns a Gary and 4 armed kits later on.


I can upload it if you guys want.
.

That sounds crazy fun and a nice change of pace.

Re: New Game Mode: Rebellion suppress

Posted: 2016-10-18 10:46
by Bluedrake42
fluffypancakes wrote:Here is an idea. How about we have the OPFOR start off with just a few tickets, and only SL can get guns. The rest are civies. They need to cap a controversial point (Police station, Hospital, Government building etc). However, the only way they can cap it is with civilians "protesting". The civilians need to out number the BLUEFOR at the point (the BLUEFOR are gonna be divided up between 2 different sites). The BLUEFOR can arrest the civies with shotguns tho ( :P take that annoying *** civies). Since it is just the beginning of the rebellion, the BLUEFOR are only armed with handguns since they r just cops. There aren't any crates at the point, so if they run out of shotgun shells they'll need a logi to come in and resupply them (which is open to ambushes). After a while some bolt actions, shotguns, few rifles, and handguns will spawn at main. If the BLUEFOR with the shotguns are arresting too many civies, then the OPFOR can go shoot them up (and the people who choose to bring a handgun will have the advantage of looking exactly like a civi). The points should be designed so when the chaos and gun battles ensue, atleast some civies are gonna end up dead. When the BLUEFOR kill civies, they'll gain "notoriety". This "notoriety" will be important for both BLUEFOR and OPFOR. If the OPFOR keep on attacking the point and capping it with violence first, the media will portray them as criminals, and they will only gain a few tickets when they cap something. The civilians will also choose not to help the rebels out if they have a lot of "notoriety", which means that people can't become civies anymore and BLUEFOR can shoot anyone on sight. Also they won't have their heavy assets spawn back too. If the BLUEFOR kill too many civies, then the OPFOR will get much more tickets when they cap something, and have the UN donate them some tanks and heavy assets to take out the dictatorship :lol: . When the OPFOR cap something, they have to build a FOB there and they will start gaining tickets/better weapons/other perks depending on what type of site they attacked. If they get a bank, they'll get much better weapons and a lot of tickets because of all the money, but some "notoriety" too. If they take a hospital, it will provide few better weapons, however if the BLUEFOR decides to attack it, then they will gain "notoriety" for attacking such a controversial site, and gain even more notoriety if any civies die there. After the first cap is taken, then the BLUEFOR get their rifles back and they can use light assets like humvees and transport helis. After another cap is taken, then the heavy assets like attack helis and IFVs are gonna roll out, giving the OPFOR a disadvantage and forcing them to try and get civies martyred at the chaotic points and also building Fobs at controversial areas like hospitals for the BLUEFOR to attack eventually allowing them to get heavy assets too. Once 5 caps are taken (like how BLUEFOR need to get 5 caches in insurgency), then the OPFOR need to make a final push at the enemy main base. The BLUEFOR objective is to defend the points, take down all the enemy Fobs at the sites, and run down their precious tickets. Sound good? ;-)
The phrase wall of text... has never applied more...

Re: New Game Mode: Rebellion suppress

Posted: 2016-10-20 00:05
by Mickey Mouse
Bluedrake42 wrote:The phrase wall of text... has never applied more...
No you see he used two emojis so it's okay.