relief effort game mode
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
The way I see it is a objective mode for the rebels/insurgents. The truck has to make its way past checkpoints ( like VIP Escort) only there are three trucks and they have to remain in that area with out being destroyed fro 1 minute (more or less).
Maybe stick a blue sticker on the truck?
Maybe stick a blue sticker on the truck?

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gazzthompson
- Posts: 8012
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Swe_Olsson
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gazzthompson
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
http://www.nato.int/issues/iraq-assistance/index.html
The mode would include combat, but then again they do perform hunmanitarian aid (?)NATO is involved in training, equipping, and technical assistance - not combat. The aim is to help Iraq build the capability of its government to address the security needs of the Iraqi people.

If you are reading this dont stop, cause if you do, I'll kick you in the balls.
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gazzthompson
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but there are no front lines in Iraq , and by combat i think it means purpose attacks and engagements not self defence , i think , thou if the guy is talking about military supplies then no , NATO would defiantly not.El_Vikingo wrote:http://www.nato.int/issues/iraq-assistance/index.html
The mode would include combat, but then again they do perform hunmanitarian aid (?)
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gazzthompson
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Mongolian_dude
- Retired PR Developer
- Posts: 6088
- Joined: 2006-10-22 22:24
THAT my sirs, THAT.....is a smashing idea.
Im not sure what conflict/situation it could be based on, but I like it.
Kashan sized map and maybe about 2-3 EJOD sized cities, one in the center of the map (Capital city) and a few smaller, less urban ones elsewhere, as well as 4 villages, similar to the eastern Basrah village.
Allied/UN compound in corner of the map, uncappable.
2x MBT (Delayed spawn- long)
2x APC
1x Transport copter (Delayed spawn- long)
3xHeavy jeep(If US army/USMC, + 1x TOW Humvee)
1x support vehicle
1x DPV
1x Light scout chopper (Delayed spawn-short)
The objective is for allies to reach each settlement with at least 1 supply vehicle. The US have two supply vehicles at once and when destroyed, a loss of 100 tickets is imposed. For each truck delivered, 50tickets are gained.
Insurgent force's objectives are to destroy the humanitarian effort, to stop the Coalition looking like good guys, to strengthen their insurgency. Each destruction of a truck adds 100tickets to their cause.
An alternate option would be that the INS have to STEAL the supply vehicles.
Insurgents will spawn in each of the settlements.
Technicals, spawn cars, civ cars and bomb cars will spawn at each place of spawn, but will be most concentrated in the cities.
Also, perhaps they have to destroy a hospital, which will later be blamed on Coalition forces, causing them a 200ticket loss(not sure about this one, maybe too much 2 do at once). This would be a destructible building, but much stronger than your ordinary destructible buildings.
After each issue is concluded (say the INS destroy the Hospital, but the US deliver all trucks, affecting each teams' tickets), then a battle of attrition occurs.
Something like that.
...mongol...
Im not sure what conflict/situation it could be based on, but I like it.
Kashan sized map and maybe about 2-3 EJOD sized cities, one in the center of the map (Capital city) and a few smaller, less urban ones elsewhere, as well as 4 villages, similar to the eastern Basrah village.
Allied/UN compound in corner of the map, uncappable.
2x MBT (Delayed spawn- long)
2x APC
1x Transport copter (Delayed spawn- long)
3xHeavy jeep(If US army/USMC, + 1x TOW Humvee)
1x support vehicle
1x DPV
1x Light scout chopper (Delayed spawn-short)
The objective is for allies to reach each settlement with at least 1 supply vehicle. The US have two supply vehicles at once and when destroyed, a loss of 100 tickets is imposed. For each truck delivered, 50tickets are gained.
Insurgent force's objectives are to destroy the humanitarian effort, to stop the Coalition looking like good guys, to strengthen their insurgency. Each destruction of a truck adds 100tickets to their cause.
An alternate option would be that the INS have to STEAL the supply vehicles.
Insurgents will spawn in each of the settlements.
Technicals, spawn cars, civ cars and bomb cars will spawn at each place of spawn, but will be most concentrated in the cities.
Also, perhaps they have to destroy a hospital, which will later be blamed on Coalition forces, causing them a 200ticket loss(not sure about this one, maybe too much 2 do at once). This would be a destructible building, but much stronger than your ordinary destructible buildings.
After each issue is concluded (say the INS destroy the Hospital, but the US deliver all trucks, affecting each teams' tickets), then a battle of attrition occurs.
Something like that.
...mongol...
Military lawyers engaged in fierce legal action.
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Masaq
- Retired PR Developer
- Posts: 10043
- Joined: 2006-09-23 16:29
I love it, excellent idea. My thoughts:
-A Helmand Province-style map with some rolling hills and such would be nice for this, or a Mestia-style wooded hillside.
-Ensure that there is no easy linear route between the villages - you don't want the militia knowing exactly where to find the convoy.
-No MBTs. It's not a tank map, it's a convoy and escort map. Maybe an APC or two at max, plenty of Hummers, a transport LB and a gunship LB would be appropriate. (Choppers often fly escorts for convoy protection).
-If you want the trucks to be disableable, you'd need a new model (I think) with the dynamic "Probability of Damage to Wheels" factor put to something like 50%, so they'd get stuck after relatively few hits. It could basically be the same as the existing ten-tonners but with tarps over it and no positions 3-8, and the altered damage model.
-To stop the trucks going off road, make the road difficult to leave - ditches, trees, bump terrain etc.
-No bomb cars, it'd be better as a militia map rather than a rebel/insurgeant one. These aren't people trying to sacrifice everything for a cause, they're fighting to protect their own fifedom and power system by undermining Allied attempts to provide humanitarian relief and win hearts/minds - in addition to gaining vital resources they can use and/or sell themselves. Instead, equip the Militia with standard jeeps, 4x4s and technicals.
-I'd suggest possibly giving both teams massive numbers of tickets so it doesn't become just a regular firefight with the trucks hidden away somewhere. In addition, the victory and loss conditions for both sides would need to be well thought out and well conveyed to the players.
Destruction of all the trucks should be a loss for BOTH sides, ideally!
-Finally, I'd suggest that there be spawn points in fairly specific by un-avoidable locations to encourage the use of ambushes. For example, two mountain passes both leading to a village (so one of them must be gone through) on the other side, with a time-vanishing spawn point 100-150m away to encourage use of the passes for organised ambushes by the militia.
Just my thoughts
-A Helmand Province-style map with some rolling hills and such would be nice for this, or a Mestia-style wooded hillside.
-Ensure that there is no easy linear route between the villages - you don't want the militia knowing exactly where to find the convoy.
-No MBTs. It's not a tank map, it's a convoy and escort map. Maybe an APC or two at max, plenty of Hummers, a transport LB and a gunship LB would be appropriate. (Choppers often fly escorts for convoy protection).
-If you want the trucks to be disableable, you'd need a new model (I think) with the dynamic "Probability of Damage to Wheels" factor put to something like 50%, so they'd get stuck after relatively few hits. It could basically be the same as the existing ten-tonners but with tarps over it and no positions 3-8, and the altered damage model.
-To stop the trucks going off road, make the road difficult to leave - ditches, trees, bump terrain etc.
-No bomb cars, it'd be better as a militia map rather than a rebel/insurgeant one. These aren't people trying to sacrifice everything for a cause, they're fighting to protect their own fifedom and power system by undermining Allied attempts to provide humanitarian relief and win hearts/minds - in addition to gaining vital resources they can use and/or sell themselves. Instead, equip the Militia with standard jeeps, 4x4s and technicals.
-I'd suggest possibly giving both teams massive numbers of tickets so it doesn't become just a regular firefight with the trucks hidden away somewhere. In addition, the victory and loss conditions for both sides would need to be well thought out and well conveyed to the players.
Destruction of all the trucks should be a loss for BOTH sides, ideally!
-Finally, I'd suggest that there be spawn points in fairly specific by un-avoidable locations to encourage the use of ambushes. For example, two mountain passes both leading to a village (so one of them must be gone through) on the other side, with a time-vanishing spawn point 100-150m away to encourage use of the passes for organised ambushes by the militia.
Just my thoughts
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
Saves the round being over within minutes because of wrecklessness and gives the militia something other to do than smack them as hard as they can.Masaq wrote:Destruction of all the trucks should be a loss for BOTH sides, ideally!

If you are reading this dont stop, cause if you do, I'll kick you in the balls.

