Humanitarian Missions
-
LiamNL
- Posts: 585
- Joined: 2013-06-15 08:13
Humanitarian Missions
PR is a mod to make combat in battlefield 2 realistic. Yet with the asymmetrical warfare in insurgency mode, you only destroy caches. I think that a new gamemode where you have to provide humanitarian aid. Would be a nice distractions from all the only combat scenario's. My idea for this to work would be that you start off with a convoy of vehicles (including a couple of large transport trucks) and you have to follow a certain road to a indicated sector. In that sector would be a flag that can only be captured by those large transport trucks.
Or it would be that you would have to bring a certain number of those trucks and drop their supplies in a certain area. This would all be time consuming to implement. So I will imagine that this would be a fast game mode. And I would expect that a lot of people would use a sapper kit on these kinds of maps.
Or it would be that you would have to bring a certain number of those trucks and drop their supplies in a certain area. This would all be time consuming to implement. So I will imagine that this would be a fast game mode. And I would expect that a lot of people would use a sapper kit on these kinds of maps.
-
Jacksonez__
- Posts: 1090
- Joined: 2013-07-28 13:19
Re: Humanitarian Missions
So basically this would be flag-capping & Insurgent flag-defense? Would be better, if USMC (for instance) had to build a FOB at every checkpoint (=flag) in order to continue. While they are shoveling the fob, insurgents may keep attacking. When the fob is done, USMC may continue to the next checkpoint and build fob there.
Of course, there should be lots of supply trucks and 50 cal. Humvees etc.
Of course, there should be lots of supply trucks and 50 cal. Humvees etc.
-
LiamNL
- Posts: 585
- Joined: 2013-06-15 08:13
Re: Humanitarian Missions
I see it more of a map for mayor ambushes. Also building FOBs at every checkpoint would not fit in with the idea. Instead of having to build a fob perhaps those trucks are the only thing that can capture flags. (could still take some time but can be sped up by dropping suplies?)Jacksonez__ wrote:So basically this would be flag-capping & Insurgent flag-defense? Would be better, if USMC (for instance) had to build a FOB at every checkpoint (=flag) in order to continue. While they are shoveling the fob, insurgents may keep attacking. When the fob is done, USMC may continue to the next checkpoint and build fob there.
Of course, there should be lots of supply trucks and 50 cal. Humvees etc.
- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: Humanitarian Missions
I had a similar idea that was about giving Bluefor caches to protect. The caches would work as areas for bluefor to stabilize and protect. the caches could look like red cross tents or something, but i'm sure there are better options.
So bluefor would have to
1.get it's troops to the area/cache that needed protection - would create ambush opportunities for insurgents.
2. Defend the area from insurgents which would make them sitting ducks - insurgents know where bluefor is, bluefor don't know where insurgents are.
When a red cross tent/cache is destroyed a new one spawns so it would be like insurgency but with switched roles. And bluefor would actually have to go to the caches, no spawning at unknown or anything like that. could even be 2-3 areas to defend at once.
And bluefor would get bigger penalty for every soldier killed, so the tickets lost per dead bluefor soldier is increased.
So bluefor would have to
1.get it's troops to the area/cache that needed protection - would create ambush opportunities for insurgents.
2. Defend the area from insurgents which would make them sitting ducks - insurgents know where bluefor is, bluefor don't know where insurgents are.
When a red cross tent/cache is destroyed a new one spawns so it would be like insurgency but with switched roles. And bluefor would actually have to go to the caches, no spawning at unknown or anything like that. could even be 2-3 areas to defend at once.
And bluefor would get bigger penalty for every soldier killed, so the tickets lost per dead bluefor soldier is increased.
-
LiamNL
- Posts: 585
- Joined: 2013-06-15 08:13
Re: Humanitarian Missions
Not really what I had in mind, might work as well. Perhaps if these tents could be deployed from a truck instead of spawning randomly. I don't think the red cross would go somewhere suddenly if they know they could be attacked. By deploying these tents near a flag the flag could be captured.Mrslobodan wrote:I had a similar idea that was about giving Bluefor caches to protect. The caches would work as areas for bluefor to stabilize and protect. the caches could look like red cross tents or something, but i'm sure there are better options.
So bluefor would have to
1.get it's troops to the area/cache that needed protection - would create ambush opportunities for insurgents.
2. Defend the area from insurgents which would make them sitting ducks - insurgents know where bluefor is, bluefor don't know where insurgents are.
When a red cross tent/cache is destroyed a new one spawns so it would be like insurgency but with switched roles. And bluefor would actually have to go to the caches, no spawning at unknown or anything like that. could even be 2-3 areas to defend at once.
And bluefor would get bigger penalty for every soldier killed, so the tickets lost per dead bluefor soldier is increased.
-
Rabbit
- Posts: 7818
- Joined: 2006-12-17 15:14
Re: Humanitarian Missions
Sounds a lot like the xtract mode they have in prmm.LiamNL wrote:PR is a mod to make combat in battlefield 2 realistic. Yet with the asymmetrical warfare in insurgency mode, you only destroy caches. I think that a new gamemode where you have to provide humanitarian aid. Would be a nice distractions from all the only combat scenario's. My idea for this to work would be that you start off with a convoy of vehicles (including a couple of large transport trucks) and you have to follow a certain road to a indicated sector. In that sector would be a flag that can only be captured by those large transport trucks.
Or it would be that you would have to bring a certain number of those trucks and drop their supplies in a certain area. This would all be time consuming to implement. So I will imagine that this would be a fast game mode. And I would expect that a lot of people would use a sapper kit on these kinds of maps.
AfSoccer "I just don't see the natural talent."

- Ason
- PR:BF2 Developer
- Posts: 1755
- Joined: 2012-10-22 10:29
Re: Humanitarian Missions
yeah the red cross tent was just a quick idea, could be anything really, the point is just that the bluefor needs to defend it, which means they would need to defend the area around it.LiamNL wrote:Not really what I had in mind, might work as well. Perhaps if these tents could be deployed from a truck instead of spawning randomly. I don't think the red cross would go somewhere suddenly if they know they could be attacked. By deploying these tents near a flag the flag could be captured.
Maybe they could be linked somehow to vehicles like bluefor needs to drop 2-4 crates at the "cache" before a new cache spawns.
and insurgents need to kill the cache to make a new one spawn, so both teams have active roles to "win" a cache.
-
Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Humanitarian Missions
Perhaps there is a way to include the 'civilian' concept with these ideas? Somehow make it so that there is some non-combat interaction between the two factions via civilians?
I could imagine the BluFor having to supply the OpFor civilians with something as part of their objectives, and the OpFor does not even want to stop that from happening. That's a victory condition that both teams require to win - OpFor can't win without the supplies given to their civilians, and BluFor can't win without having supplied them. So while the winner is chosen in combat, both need to find a few moments of peace to share these supplies. Could make for some very different gameplay in which the teams interact with eachother in a very unique and communicative way.
Could play out a bit like a movie cliche drug/arms deal: Both want to make the deal, but both want to eventually screw eachother over after the deal is complete. Ambushes being prepared to attack the enemy as they have just finished giving / getting the supplies...
I could imagine the BluFor having to supply the OpFor civilians with something as part of their objectives, and the OpFor does not even want to stop that from happening. That's a victory condition that both teams require to win - OpFor can't win without the supplies given to their civilians, and BluFor can't win without having supplied them. So while the winner is chosen in combat, both need to find a few moments of peace to share these supplies. Could make for some very different gameplay in which the teams interact with eachother in a very unique and communicative way.
Could play out a bit like a movie cliche drug/arms deal: Both want to make the deal, but both want to eventually screw eachother over after the deal is complete. Ambushes being prepared to attack the enemy as they have just finished giving / getting the supplies...

--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
-
Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: Humanitarian Missions
I like this idea^[R-MOD]Spec wrote:Perhaps there is a way to include the 'civilian' concept with these ideas? Somehow make it so that there is some non-combat interaction between the two factions via civilians?
I could imagine the BluFor having to supply the OpFor civilians with something as part of their objectives, and the OpFor does not even want to stop that from happening. That's a victory condition that both teams require to win - OpFor can't win without the supplies given to their civilians, and BluFor can't win without having supplied them. So while the winner is chosen in combat, both need to find a few moments of peace to share these supplies. Could make for some very different gameplay in which the teams interact with eachother in a very unique and communicative way.
Could play out a bit like a movie cliche drug/arms deal: Both want to make the deal, but both want to eventually screw eachother over after the deal is complete. Ambushes being prepared to attack the enemy as they have just finished giving / getting the supplies...
-
waldov
- Posts: 753
- Joined: 2012-06-26 04:01
Re: Humanitarian Missions
Good idea, though i know in real life lots of insurgency's would actually try to stop humanitarian supply's or have it dealt through on there terms. I think to reflect that more realistically you'd have the game mode more like the original idea with the Blufor forces having to bring humanitarian supply's to a number of specified points over the map and the insurgents trying to stop them achieving that goal. While the Blufor are actually "distributing" the supply's the insurgents couldn't attack them but as soon as BLUFOR are en route to there next objective (which the insurgents don't know of) they are fair game. As for collaborators i think you'd have them working alongside the insurgents as usual I cant see people playing as civilians and collecting supplys.[R-MOD]Spec wrote:Perhaps there is a way to include the 'civilian' concept with these ideas? Somehow make it so that there is some non-combat interaction between the two factions via civilians?
I could imagine the BluFor having to supply the OpFor civilians with something as part of their objectives, and the OpFor does not even want to stop that from happening. That's a victory condition that both teams require to win - OpFor can't win without the supplies given to their civilians, and BluFor can't win without having supplied them. So while the winner is chosen in combat, both need to find a few moments of peace to share these supplies. Could make for some very different gameplay in which the teams interact with eachother in a very unique and communicative way.
Could play out a bit like a movie cliche drug/arms deal: Both want to make the deal, but both want to eventually screw eachother over after the deal is complete. Ambushes being prepared to attack the enemy as they have just finished giving / getting the supplies...
-
Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: Humanitarian Missions
Depends on how interesting we can make collecting supplies. With mumble being open for both teams - or perhaps with civilians and BluFor translators having a shared local channel, there could be room for something more dynamic and fresh than pre-planned drop-off-points. Especially if both teams have a common goal - that'd be new.
Keep the ideas coming though.
Keep the ideas coming though.

--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
-
risegold8929
- Posts: 340
- Joined: 2012-02-05 22:13
Re: Humanitarian Missions
I love the idea, my 2 cents would be that:
*The BluFor have to drop x-amount supply crates in a (random) pre-determined area marked by Cache symbol for BluFor (or instead of a supply crate, a specialist object such as a tent? -as lead on by earlier red cross suggestions)
*INS have a large, general area of this location, just so they can get up some dog boxes and rally-up with the knowledge that it will be somewhere in the nearby vicinity.
*Crates are dropped
*Exact Position revealed to Insurgents
*BluFor must defend these crates for x-amount of time while the INS goal is to destroy these crates
*Repeat x-amount of times across the map.
This gives the BluFor an exact job on delivering and defending supplies while INS have a direct objective of killing the crates once they are in place.
But in all honestly, will it just turn into thisor thisor thisand simply flop?
*The BluFor have to drop x-amount supply crates in a (random) pre-determined area marked by Cache symbol for BluFor (or instead of a supply crate, a specialist object such as a tent? -as lead on by earlier red cross suggestions)
*INS have a large, general area of this location, just so they can get up some dog boxes and rally-up with the knowledge that it will be somewhere in the nearby vicinity.
*Crates are dropped
*Exact Position revealed to Insurgents
*BluFor must defend these crates for x-amount of time while the INS goal is to destroy these crates
*Repeat x-amount of times across the map.
This gives the BluFor an exact job on delivering and defending supplies while INS have a direct objective of killing the crates once they are in place.
But in all honestly, will it just turn into thisor thisor thisand simply flop?

CrazyHotMilf: can you release PR 1.0 today cause its my birthday and i want to play it ? because its gonna be very nice and every thing
-
Insanitypays
- PR:BF2 Developer
- Posts: 753
- Joined: 2009-06-13 09:23
Re: Humanitarian Missions
It would take a lot of work, but there may be a way to change the battles and subsequent casualties to a 'smaller scale' by making the kits with weaponry limited kits. The insurgents only have a hand full of combatants as do the BLUFOR or 'UN' forces.
The only problem I could see here would be the complex gameplay changes due to the engine's lack of ability to run 3 factions on a single map. The lack of communication between opfor civilians and blufor soldiers would also require some work with mumble as well, which might actually be possible.
The only problem I could see here would be the complex gameplay changes due to the engine's lack of ability to run 3 factions on a single map. The lack of communication between opfor civilians and blufor soldiers would also require some work with mumble as well, which might actually be possible.
-
eversmen_br
- Posts: 60
- Joined: 2014-01-16 17:43
Re: Humanitarian Missions
well a different take ...blufor could defend a few "supply trucks" we could have something like that on the insurgent mode to mix things up, Just one of these throw on a insurgent match could be really fun.
It's new well known tactic used by the insurgents.
PressTV - Two injured in militant attack on NATO trucks in NW Pakistan
http://www.dailymail.co.uk/news/article ... istan.html


It's new well known tactic used by the insurgents.
PressTV - Two injured in militant attack on NATO trucks in NW Pakistan
http://www.dailymail.co.uk/news/article ... istan.html


Last edited by eversmen_br on 2014-01-21 16:12, edited 3 times in total.
-
camo
- PR:BF2 Developer
- Posts: 3165
- Joined: 2013-01-26 09:00
Re: Humanitarian Missions
This is a really good idea, having the threat of mutual destruction would be quite interesting. The insurgents could also go without the supplies in order to get the kills of bluefor (surround the area with ieds and thus destroy everything including the supplies). Another idea to get past the global local chat which would be terrible would be to maybe have only the commanders of each team having the ability to talk to each other.[R-MOD]Spec wrote:Perhaps there is a way to include the 'civilian' concept with these ideas? Somehow make it so that there is some non-combat interaction between the two factions via civilians?
I could imagine the BluFor having to supply the OpFor civilians with something as part of their objectives, and the OpFor does not even want to stop that from happening. That's a victory condition that both teams require to win - OpFor can't win without the supplies given to their civilians, and BluFor can't win without having supplied them. So while the winner is chosen in combat, both need to find a few moments of peace to share these supplies. Could make for some very different gameplay in which the teams interact with eachother in a very unique and communicative way.
Could play out a bit like a movie cliche drug/arms deal: Both want to make the deal, but both want to eventually screw eachother over after the deal is complete. Ambushes being prepared to attack the enemy as they have just finished giving / getting the supplies...
-
tank1a2
- Posts: 22
- Joined: 2014-09-05 08:26
Re: Humanitarian Missions
So what your saying is that it will be like today when insurgence try to stop humanitarian assistance to the people in the country who are in trouble of food and water.So the US send in humanitarian truck to the place but where intercepted by the insurgence.its sounds great but im sure there would be a lot of problems doing this gamemode.
-
camo
- PR:BF2 Developer
- Posts: 3165
- Joined: 2013-01-26 09:00
-
Jabba
- Posts: 6
- Joined: 2015-02-04 15:54
Re: Humanitarian Missions
PATROL/AMBUSH
PR brought me fun for a lot of years now and this is my first post here and English is not my first language so please be gentle.
I picked this idea because i had a similar one. But I try to keep it a little more simple.
It isn't much fun for me to seed on skirmish so what about a gamemode which doesn't require many people but adds vehicle like a patrol.
Patrol/ambush
An armored Vehicle could carry a BlueFor Squad from point to point to secure them, like a flag, in a linear order which is going around the map in a circle back to main.
When they complete one patrol the Flags are going neutral again and the OpFor are losing tickets like when losing a cash on insurgency.
The OpFor can prevent this by ambush the patrol somewhere at the linear route.
Balance
The following ideas are to balance the gameplay:
-BlueFor should have a limited amount of tickets the OpFor not
-sapper and AT-kits should only be pickup-kits and not spawnable
-BlueFor spawnpoints should only be in mainbase (reduce rallypoints to one every patrol or disable it completely)
-Opfor spawnpoints should be all over the map with distance to the patrol route and patrol points to avoid an instance ambush after a quick respawn of OpFor squads or it should be able to overrun those OpFor spawnpoints
-to avoid the gathering of OpFor on a patrolpoint they shouldn't be able to cap these ?flags?, decrease the speed or stop the cap of BlueFor troops.
Versions
4v4: Humvee Patrol without AT and sapper but one MG
8v8 : APC Patrol with Logi one light AT and one sapper
16v16: two APC with Logi two light AT and one sapper
over 16v16: Convoy with APC Humvee Logi MedEvac...
BlueFor support
-if a vehicle is damaged a Logi is send out to repair it
-if a vehicle is destroyed a MedEvac is called to collect the remaining troops to save tickets
-on a bigger patrol there should be a possibility to reinforce the convoy with new troops
OpFor support
the lack of mobile assets for the OpFor should give the bluefor enough intelligence for the next patrol to predict the position of the next ambush because the OpFor wont be able to relocate far
after each completed patrol there should respawn some kits and some ammo crates to re-loade for Opfor
More complex suggestions
These are suggestions which could be implemented later but are far to complex for a quick beta.
-artillery or mortar support; this is the best Chance to finally add the Panzerhaubitze 2000 to PR somwhere between area attack and mortar. Operated like mortar should this heavy asset support the troops with longrange firepower and should be called in as soon as the convoy getting attacked from far positions or caves. The PzH 2000 should be stationary but able to reach every corner of the map
-added cashes which spawns randomly and can be discovered by the Patrol only on sight and if destroyed let the OpFor loose an additional small amount of tickets so the patrol got something to search for
-more than one patrol route on one map: to seed a map starting with small (4v4) round that lets the OpFor loose x*2 tickets. A different and more Dangerouse route (8v
let them loose x*4 tickets and lets add the cash with x*1 tickets
-the different routs should cross each other to create hotspots for an ambush.
-instead of an area attack there should be an QRF option which the commander should command every 20 minutes or so in this time it should be able to support the patrol with CAS which has to return to base after 7 minutes
Waiting time for newspawns
If you are joining a game of patrol as a BlueFor and the convoy is at the other side of the map there should be some things to do to shorten the waiting time: the newspawn could support the patrol with artillery/mortar, CAS, MedEvac or a second vehicle with ammo or repair.
As a OpFor you can just join the fight at any spawnpoint near some friendlies or prepare an ambush at the other side of the map.
?Flagradius?
the size of the flagradius should be chosen big enough for the BlueFor to be able to avoid being taken out completely by one IED.
Example
Lashka Valley with Bundeswehr PUMA, FENNEK or DINGO
(i added a concept layout for this map)

or Kokan with Humvees and so on.
More details could be shared after some replies.
I hope this isn't too similar to other suggestions and simple enough to be possible in this engine. The gamemode is like existing ones. The only thing that is different is the reset of the flags after the last flag is capped. It would be nice to know if this is to hard to add.
I would've posted this as a new suggestion but i don't have enough posts i think.
Jabba
PR brought me fun for a lot of years now and this is my first post here and English is not my first language so please be gentle.
I picked this idea because i had a similar one. But I try to keep it a little more simple.
It isn't much fun for me to seed on skirmish so what about a gamemode which doesn't require many people but adds vehicle like a patrol.
Patrol/ambush
An armored Vehicle could carry a BlueFor Squad from point to point to secure them, like a flag, in a linear order which is going around the map in a circle back to main.
When they complete one patrol the Flags are going neutral again and the OpFor are losing tickets like when losing a cash on insurgency.
The OpFor can prevent this by ambush the patrol somewhere at the linear route.
Balance
The following ideas are to balance the gameplay:
-BlueFor should have a limited amount of tickets the OpFor not
-sapper and AT-kits should only be pickup-kits and not spawnable
-BlueFor spawnpoints should only be in mainbase (reduce rallypoints to one every patrol or disable it completely)
-Opfor spawnpoints should be all over the map with distance to the patrol route and patrol points to avoid an instance ambush after a quick respawn of OpFor squads or it should be able to overrun those OpFor spawnpoints
-to avoid the gathering of OpFor on a patrolpoint they shouldn't be able to cap these ?flags?, decrease the speed or stop the cap of BlueFor troops.
Versions
4v4: Humvee Patrol without AT and sapper but one MG
8v8 : APC Patrol with Logi one light AT and one sapper
16v16: two APC with Logi two light AT and one sapper
over 16v16: Convoy with APC Humvee Logi MedEvac...
BlueFor support
-if a vehicle is damaged a Logi is send out to repair it
-if a vehicle is destroyed a MedEvac is called to collect the remaining troops to save tickets
-on a bigger patrol there should be a possibility to reinforce the convoy with new troops
OpFor support
the lack of mobile assets for the OpFor should give the bluefor enough intelligence for the next patrol to predict the position of the next ambush because the OpFor wont be able to relocate far
after each completed patrol there should respawn some kits and some ammo crates to re-loade for Opfor
More complex suggestions
These are suggestions which could be implemented later but are far to complex for a quick beta.
-artillery or mortar support; this is the best Chance to finally add the Panzerhaubitze 2000 to PR somwhere between area attack and mortar. Operated like mortar should this heavy asset support the troops with longrange firepower and should be called in as soon as the convoy getting attacked from far positions or caves. The PzH 2000 should be stationary but able to reach every corner of the map
-added cashes which spawns randomly and can be discovered by the Patrol only on sight and if destroyed let the OpFor loose an additional small amount of tickets so the patrol got something to search for
-more than one patrol route on one map: to seed a map starting with small (4v4) round that lets the OpFor loose x*2 tickets. A different and more Dangerouse route (8v
-the different routs should cross each other to create hotspots for an ambush.
-instead of an area attack there should be an QRF option which the commander should command every 20 minutes or so in this time it should be able to support the patrol with CAS which has to return to base after 7 minutes
Waiting time for newspawns
If you are joining a game of patrol as a BlueFor and the convoy is at the other side of the map there should be some things to do to shorten the waiting time: the newspawn could support the patrol with artillery/mortar, CAS, MedEvac or a second vehicle with ammo or repair.
As a OpFor you can just join the fight at any spawnpoint near some friendlies or prepare an ambush at the other side of the map.
?Flagradius?
the size of the flagradius should be chosen big enough for the BlueFor to be able to avoid being taken out completely by one IED.
Example
Lashka Valley with Bundeswehr PUMA, FENNEK or DINGO
(i added a concept layout for this map)

or Kokan with Humvees and so on.
More details could be shared after some replies.
I hope this isn't too similar to other suggestions and simple enough to be possible in this engine. The gamemode is like existing ones. The only thing that is different is the reset of the flags after the last flag is capped. It would be nice to know if this is to hard to add.
I would've posted this as a new suggestion but i don't have enough posts i think.
Jabba
-
Spectrium
- Posts: 53
- Joined: 2013-02-24 14:05
Re: Humanitarian Missions
Nice idea, maybe some changes but completely nice idea. But i think before adding new missions we should held insurgency itself. I will not go deeper about it which i am keeping for another suggestion. Simply insurgency is generally based about irregular warfare which based especially on civilians.
I am not sure if this is possible but i will just use my imagination: First we need two extra items to add the game specifically to this gamemode.
One of them is small aid station, stationary asset like a cache as you said. Which you have to build and hold for 5 or 10 minutes without letting insurgents destroy it. You only have to do this for 3 times in specific places of the map.
Second thing is a special crate different than supply crate. Which cannot give ammunition, kits etc. This crate is like deployable bridge which can consume other crates when used. And only 6 of it dedicated to build that small aid station. You do not have to build fob near it but you should have 6 aid crates for it. Here is another deal: It consumes the crates slowly and enemies can destroy crates too. So if you have less than 6 crates after building aid station you have to supply it.
Here is the two part of the gameplay:
First: insurgents hold and wait for ambushes on the roads to aid areas while blufor have to keep the convoy safe as like an attacker while insurgents plays more as ambusher and defenders.
Second: When blufor reached to aid area they start to build defensive assets around the aid station while keeping convoy safe which will be really hard to them. In this place insurgents will be still ambushers but attackers too.
I am not sure if this is possible but i will just use my imagination: First we need two extra items to add the game specifically to this gamemode.
One of them is small aid station, stationary asset like a cache as you said. Which you have to build and hold for 5 or 10 minutes without letting insurgents destroy it. You only have to do this for 3 times in specific places of the map.
Second thing is a special crate different than supply crate. Which cannot give ammunition, kits etc. This crate is like deployable bridge which can consume other crates when used. And only 6 of it dedicated to build that small aid station. You do not have to build fob near it but you should have 6 aid crates for it. Here is another deal: It consumes the crates slowly and enemies can destroy crates too. So if you have less than 6 crates after building aid station you have to supply it.
Here is the two part of the gameplay:
First: insurgents hold and wait for ambushes on the roads to aid areas while blufor have to keep the convoy safe as like an attacker while insurgents plays more as ambusher and defenders.
Second: When blufor reached to aid area they start to build defensive assets around the aid station while keeping convoy safe which will be really hard to them. In this place insurgents will be still ambushers but attackers too.
-
Mouthpiece
- Posts: 1064
- Joined: 2010-05-24 10:18
Re: Humanitarian Missions
Jabba, really nice idea!
Check out his idea guys! With some tweaking here and there in his idea, it could become an interesting gamemmode. I really hate skirmish as I'm feel that when it's on, I'm kinda wasting my time as there's so little teamwork going on. People just mess around 90% of time.
Check out his idea guys! With some tweaking here and there in his idea, it could become an interesting gamemmode. I really hate skirmish as I'm feel that when it's on, I'm kinda wasting my time as there's so little teamwork going on. People just mess around 90% of time.


