Phases of Combat

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Safekeeper
Posts: 224
Joined: 2007-09-23 19:24

Phases of Combat

Post by Safekeeper »

This is something I've been wishing to see in an FPS for a long time. Basically, to make the relatively long post ahead short, I propose a "Surprise Attack" Conquest game mode in which the attacking side are assaulting a facility and catches its defenders unaware. Said defenders have to make contact with the attackers and request reinforcements, which are then sent in from off-map. The attackers would therefore benefit greatly from stealth and could gain a great advantage from staying hidden for a prolonged time.

The game mode in more detail:

Patrol/Recon Phase: Attackers have recon/vanguard units (I'm thinking scouts here, not "omglol 1337!!11 zpezop" ;) , and defenders have patrols and sentries. For this purpose, players are allowed to spawn with light infantry classes and are given some light vehicles. Their objective of the defenders at this point is to patrol the area and stand watch at the bases, trying to make contact with the enemy so that they can alert Command and request reinforcements. When a certain condition is met (a defending player successfully spotting an enemy, a kill being made by either side, etc.), the Mobilization phase starts. Until then, Attackers can try to prepare the battlefield by laying mines, gather Intel, etc. There could also be a system in place that rewards them for successfully conducting recon operations while staying hidden (for example, the attacking team could get points or tickets when spotting enemies and facilities without said enemies being alerted to their presence).

Mobilization Phase: Once the defenders confirm the presence of hostiles in the combat area, they radio for reinforcements (the rest of the vehicles and infantry classes their side is issued for the map), which are then mobilized and deployed. The time period between the alarm and the arrival of reinforcements is known as the Mobilization Period. I suppose the facility would have a garrison on-site, though, so some infantry and maybe some vehicles should be unlocked at the onset of the Mobilization phase.

Combat Phase: Eventually, reinforcements arrive (all infantry classes are unlocked and can be requested and all vehicles spawn) and the real fight is on.

Some other possibilities:
  • I'm unsure how attacking vehicles would appear. You could have a system where they arrive on the battlefield little by little, a few unlocks at a time, during the Patrol/Recon phase, giving the attackers an edge in firepower during if they manage to stay hidden during this phase.
  • There could be certain objectives (bunkers, parked vehicles, entrenchments, CP's, etc.) that attacking recon elements would get points for spotting during the recon phase.
  • The defenders could be at a constant ticket drain during the Recon phase. This ticket drain would end come the Mobilization phase, at which point attackers would be on a ticket drain.
I know this sounds very advanced to implement, but I've been surprised before by the PR team (I'm thinking of the Insurgency game mode here), so I thought I'd suggest this. I know this sounds like an advanced game mode to implement, but PR has surprised me before, so I thought I'd throw it out here.
Safekeeper
Posts: 224
Joined: 2007-09-23 19:24

Re: Phases of Combat

Post by Safekeeper »

Sigh. I apologize for the post looking strange, Firefox phails at forum functions. Cleaning up as much as I can.
Drav
Retired PR Developer
Posts: 2144
Joined: 2007-12-14 16:13

Re: Phases of Combat

Post by Drav »

I understand what you're trying to do, but its too complicated for me. Instead of having different phases and rules dicating play, try and think of a scenario that would force the players to do what you want....
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: Phases of Combat

Post by Bringerof_D »

haha i like this one, took me a while to get but now that i get it it seems awsome, it gives stealth a chance in this game like it would actually be worth while to stay hidden. a little extreme though since this is a game not a training simulation...i wish it was a training sim though, that would allow us serious players to see something real nice
$kelet0r
Posts: 1418
Joined: 2006-11-15 20:04

Re: Phases of Combat

Post by $kelet0r »

cplgangster wrote:i get what you going at and i too wouldnt mind this being put in play but with 90% of the players in PR i dont think this would work
Fixed for you
I would love this too but it isn't ever going to happen in this game
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: Phases of Combat

Post by arjan »

Sounds good to me
Safekeeper
Posts: 224
Joined: 2007-09-23 19:24

Re: Phases of Combat

Post by Safekeeper »

OK, to really shorten it down:
-Until attackers make contact with defenders, both sides have only light recon/patrol gear.
-During this time, attackers should scout out their enemy and prepare their attack. Possibly the game could reward certain recon actions during this time, and attackers would slowly get their hands on more and more assets.
-Once the attackers are spotted, they start their attack and defenders get some additional assets unlocked.
-After a set time period, defenders "receive reinforcements" and get all their assets for the map.
Sadist_Cain
Posts: 1208
Joined: 2007-08-22 14:47

Re: Phases of Combat

Post by Sadist_Cain »

A wee bit of fine tuning for the Combat Phase, Seperated into 4 stages
  • Suppression - Stage 1 - When in combat and holding position and often with first contact. The whole squad is putting fire down on the enemy position with the aim of Controlling/stopping their movement and/or eliminating them so that your squad can then make a decision on the next course of action
  • Advancing - Stage 2a - The enemy is under suppressing fire and it is safe for your squad to move up in more advanced positions and gain cover further up the battlefield, there should always be 2 SM's covering for 4 others moving up to secure ground ahead.
  • Withdrawl - Stage 2b - The enemy is overwhelming you and you are unable to sufficiently suppress them, time for smoke to cover your positions, 4 sm's covering whilest 2 move back and make new areas safe for everyone else to drop back into
  • Secure - Stage 3 - You have moved in onto the enemy position now it's time to search the area and find a rally point if there is one and count bodies. SMs should state the area they are looking in with a rough compass bearing, if someone has called east side then you go west, dosnt matter if you're on east already, they've called itb so it's their responsibility
After the combat phase it's time to either time to go into defense or attacking


My two cents :mrgreen:
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thedoombringer0
Posts: 236
Joined: 2008-02-10 03:10

Re: Phases of Combat

Post by thedoombringer0 »

That sounds like a really good idea and would be interesting in game.
for the recon phase the attackers infantry could have to possibly set up 2 man ops (observation posts) and watch the selected sites gathering intel on sentry routes etc then when critera for the next phase is met with draw from op and regroup with the rest of the squad for a attack. my little suggestion :-)
Safekeeper
Posts: 224
Joined: 2007-09-23 19:24

Re: Phases of Combat

Post by Safekeeper »

My setup isn't set in stone. You could build on it or take from it, your call. If it's too complicated, thin it out. I'd be happy with a Conquest game mode where attackers remained hidden because the defenders as well as attackers were on ticket drain until contact was made.

Surely it can't be that hard to tell new players to lay low and hold fire due to game mode limitations?
cyberzomby
Posts: 5336
Joined: 2007-04-03 07:12

Re: Phases of Combat

Post by cyberzomby »

Sounds cool! Isnt this implemented in a game somewhere?
@bsurd
Posts: 353
Joined: 2008-03-18 12:52

Re: Phases of Combat

Post by @bsurd »

sounds good, but dont think that this works well on public.

So many guys run planless arround the map in the "normal" game mode. Think what happend if this all gets ingame.
typical skeleton
Posts: 18
Joined: 2007-08-13 08:06

Re: Phases of Combat

Post by typical skeleton »

I really don't think this would work on public multiplayer. maybe I'm a pessimist.

but there are some hurdles... (maybe I've missed something, though)

1) what are defenders defending? if they get full assets after contact is made, I doubt you'd see any kind of organized "patrolling", instead you'd see a mad suicide dash to make contact with enemy forces.

2) likewise, what are attackers doing recon on? if they're suffering from ticket drain and don't have full assets, wouldn't they WANT to be found out? what's the purpose?

3) the ticket drain is a punishment for playing the mode properly, not for being the losing side. if playing a mode properly means you're eventually going to lose, who would play it that way?

someone once described PR to me (incorrectly, IMO) as BF2, "minus some features" (they didn't get the point of a simulation I guess). but this sounds kind of like a regular game mode, with a restricted mode tacked onto the front of it for no readily apparent purpose.
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