Territories would be a specified region of land surrounding a control point. The CP acts as the controller of it's territory. Capturing the CP makes its territory available to you and your team.
There would be three types of territories, which is a reflection of each Control Point's condition. This includes the following -
* Friendly Territories
* Neutral Territories
* Enemy Territories
- Friendly Territories are linked to control points currently under your team's possession. Within Friendly Territories, Squad Leaders can set Rally Points, Commanders can deploy assets, Players can spawn on squad leaders etc.
- Neutral Territories are linked to control points that neither side has obtained (Neutral Flags). Players from either side can't do anything with it until capturing it.
- Enemy Territories are linked to control points belonging to the opposing team. Spawning is disabled for friendlies in enemy territory. Meaning you cannot set or spawn on rally points, squad members cannot spawn on SLs, nor can anyone spawn on APCs and commander assets that may be left in enemy territory. Commander's also cannot deploy any assets within enemy territory either. Kit requesting is also restricted in enemy territories (making supply drops behind enemy lines only useful for extra ammunition).
Territories sort of expands on the whole concept of CPs. It would better help establish a "frontline" in many ways. Squads operating behind enemy lines wouldn't be very effective unless they were very resourceful. Meaning only the most skilled, tactically proficient players could actually function in enemy territory.
___________________________
What I've posted above is just the basic idea of it. Some other more "advanced" ideas that could be added to it are -
* Reinforcement Territories
- Reinforcement Territories would be linked the "rear" CPs. Basically the Control Points that can't be captured by the enemy in the AAS order. They could serve as spawn points on some of the larger maps, or for specific flags. Maybe even spawn some lighter vehicles from time to time. Things of that nature.
* Deep Enemy Territories
- Deep Enemy Territory is basically the enemies Reinforcement Territory. An idea may be disabling a player's mini-map should he/she enter Deep Enemy Territory. They would still be capable of using the static map, but all the friendly and enemy positions wouldn't show.
*** Intel Gathering
- To encourage those daring enough to enter Deep Enemy Territory, knifing an enemy SL or Commander within Deep Enemy Territory could allow the entire team to see all enemy positions on their mini-map for a specified amount of time. At the same time, if you're (Doesn't have to be an SL or Commander) knifed in Deep Enemy Territory, the enemy gets to see all of your friendly positions.
Some key points to this system being -
- Knifing an enemy Commander in Deep Enemy Territory allows your team to view enemy positions alot longer than knifing enemy SLs (Say 15-30 seconds for an enemy SL, 30 seconds to a minute for an enemy Commander)
- If you're knifed in Deep Enemy Territory, the enemy gets to view friendly positions for about 15-30 seconds. If your SL is knifed in Deep Enemy Territory, the enemy gets to view friendly positions for 30 to 45 seconds. If your Commander is knifed in Deep Enemy Territory (which hopefully doesn't happen often) The enemy gets to view friendly positions for a whole minute and maybe longer.
This actually makes it so that intel gathering benefits the team in control of the Deep Enemy Territory (which is considered Reinforcement Territory to them) much more than the team trying to gather intel by making behind enemy lines incursions.
Spawn times may also be longer for players who are "captured" behind enemy lines.
___________________________
Actually, the whole intel gathering idea can really be a whole other idea in itself. I sort of came up with it as I was brainstorming some concepts that could be applied to the Territories functionality.
And that is that as they say. (600 Posts!)


