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