Fortify & Assault - New Gamemode Concept
Posted: 2008-02-12 02:22
This is an idea that would take Dynamic Battlefields to what I believe, the ultimate level. Current maps can be repetitive because we're stuck with fighting over the same flags, in the same order, with usually the same tactics every game. This idea aims to change all of that.
To put it simply, the goal here would be have a pure defensive team, and a pure offensive team. The twist being that there are no mapper placed control points on the battlefield, only both team's uncappable main base. So what to fight over? Well this is where the true color of this idea comes in.
It starts like this. The "Pure Defensive Team" spawns in. The "Pure Offensive Team" does not spawn in however. Instead, they spawn in anywhere from 5 to 10 minutes later. Are you catching on yet?
Defensive Team Rules
During this period where the "Offensive Team" cannot spawn, the "Defensive Team" will construct several "Hardpoints". These "Hardpoints" are essentially deployable control points. They can be built anywhere on the map by the Squad Leaders, but the Squad Leaders can only deploy one Hardpoint, which may or may not have to be approved by the Commander.
The number of Hardpoints is only limited by the amount of SLs, and the strategy they wish to undertake. Having too many Hardpoints may be difficult to defend, so the team may wish to only construct 3 or 4 points and defend each one with two or three squads. Do note the SLs should only be capable of deploying a Hardpoint only if they have a certain amount of people in the squad (Same rules for deploying a rally should apply here).
Once these Hardpoints are established, the team can construct bunkers (up to two per hardpoint) and thus build a multitude of defenses (Such as AA guns, razorwire, sandbags etc.) around that (Deployable TOW launchers would be nice here). There are no firebases here, only the "Offensive Team" can construct those which I'll talk about later.
The Defensive Team will also have an indestructible spawn which they can use during this "Fortify Phase" and "Battle Phase" that could not be approached by the Offensive Team without entering a sort of "Dome of Doom". The same works for the Offensive Team in that the Defensive Team cannot approach the their main base without being cited for desertion.
The Defensive Team cannot deploy Hardpoints after the Offensive Team spawns in. They can however continue to built extra assets such as bunkers and such.
Offensive Team Rules
To start off, the Offensive Team cannot spawn in on the map for a good 5 to 10 minutes (To do this, I imagine you could have some indestructible rallies spawn in on a wave timer) . To allow the defensive team to fortify the map. During this time these guys can plan out, organize and grab a few drinks.
Once they do spawn in, their goal to first find the defensive team's Hardpoints. A little bit of recon may go in before the team makes an all out assault. The Offensive Team must capture these Hardpoints like an ordinary Control Point, in that they must "cap the flag". Unlike control points however, there will be no "neutral phase". The Defensive Team cannot retake lost Hardpoints either.
The Offensive Team can build firebases as opposed to bunkers. There would be a global limit to how many can be built (Say 4 max?). They can also build extras like AA guns, razorwire etc. around them.
The Offensive Team wins by capturing all of the Defensive Team's Hardpoints (At that point, the Defensive Team can no longer spawn at their indestructible base). The Defensive Team wins by simply holding out at this point. Because of this, the Defensive Team should be granted a huge supply of tickets, while the Offensive Team would be limited in that regard.
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This concept could be applied to virtually every map. It plays almost like an Insurgency mode with the Offensive Team searching and attacking enemy Hardpoints, but this would work for conventional armies and would allow the defensive team to plan and construct solid defenses. The only real con I can see here is that the Offensive Team will have to do some extra waiting, so there's not really a lot of action going on in the first 5 to 10 minutes or so. Though I believe most PR players have the patience for this.
To put it simply, the goal here would be have a pure defensive team, and a pure offensive team. The twist being that there are no mapper placed control points on the battlefield, only both team's uncappable main base. So what to fight over? Well this is where the true color of this idea comes in.
It starts like this. The "Pure Defensive Team" spawns in. The "Pure Offensive Team" does not spawn in however. Instead, they spawn in anywhere from 5 to 10 minutes later. Are you catching on yet?
Defensive Team Rules
During this period where the "Offensive Team" cannot spawn, the "Defensive Team" will construct several "Hardpoints". These "Hardpoints" are essentially deployable control points. They can be built anywhere on the map by the Squad Leaders, but the Squad Leaders can only deploy one Hardpoint, which may or may not have to be approved by the Commander.
The number of Hardpoints is only limited by the amount of SLs, and the strategy they wish to undertake. Having too many Hardpoints may be difficult to defend, so the team may wish to only construct 3 or 4 points and defend each one with two or three squads. Do note the SLs should only be capable of deploying a Hardpoint only if they have a certain amount of people in the squad (Same rules for deploying a rally should apply here).
Once these Hardpoints are established, the team can construct bunkers (up to two per hardpoint) and thus build a multitude of defenses (Such as AA guns, razorwire, sandbags etc.) around that (Deployable TOW launchers would be nice here). There are no firebases here, only the "Offensive Team" can construct those which I'll talk about later.
The Defensive Team will also have an indestructible spawn which they can use during this "Fortify Phase" and "Battle Phase" that could not be approached by the Offensive Team without entering a sort of "Dome of Doom". The same works for the Offensive Team in that the Defensive Team cannot approach the their main base without being cited for desertion.
The Defensive Team cannot deploy Hardpoints after the Offensive Team spawns in. They can however continue to built extra assets such as bunkers and such.
Offensive Team Rules
To start off, the Offensive Team cannot spawn in on the map for a good 5 to 10 minutes (To do this, I imagine you could have some indestructible rallies spawn in on a wave timer) . To allow the defensive team to fortify the map. During this time these guys can plan out, organize and grab a few drinks.
Once they do spawn in, their goal to first find the defensive team's Hardpoints. A little bit of recon may go in before the team makes an all out assault. The Offensive Team must capture these Hardpoints like an ordinary Control Point, in that they must "cap the flag". Unlike control points however, there will be no "neutral phase". The Defensive Team cannot retake lost Hardpoints either.
The Offensive Team can build firebases as opposed to bunkers. There would be a global limit to how many can be built (Say 4 max?). They can also build extras like AA guns, razorwire etc. around them.
The Offensive Team wins by capturing all of the Defensive Team's Hardpoints (At that point, the Defensive Team can no longer spawn at their indestructible base). The Defensive Team wins by simply holding out at this point. Because of this, the Defensive Team should be granted a huge supply of tickets, while the Offensive Team would be limited in that regard.
__________
This concept could be applied to virtually every map. It plays almost like an Insurgency mode with the Offensive Team searching and attacking enemy Hardpoints, but this would work for conventional armies and would allow the defensive team to plan and construct solid defenses. The only real con I can see here is that the Offensive Team will have to do some extra waiting, so there's not really a lot of action going on in the first 5 to 10 minutes or so. Though I believe most PR players have the patience for this.

