Training
Inspired by the community, we incorporated a training game mode into PR. The training servers will be in a separate list for the player so you know you are going in for training and not for a normal game.
The game mode is available on a few maps like Kashan, Basrah, Mestia and Qinling for infantry, armor and flight training. The game mode disables teamkilling and defines fast respawn times for players, vehicles, kits, etc. Everything to help you get better at the weapons, vehicles and tactics in PR.
AAS v3
In this third installment of Advance And Secure, we include random control points. Inspired by the Insurgency game mode, the addition of randomness to a game mode provides great replayablity with different set of objectives each time you play. Of course, it won't be as random as Insurgency, but still adds different takes on several maps.
Operation Barracuda will be the poster boy for this new feature and a few other maps will include random cps in some layers.

Also we standarized the different layers in AAS to be the same map but with different layouts:
16 = infantry layout (light vehicles)
32 = alternative layout (heavy vehicles)
64 = standard layout (heavy vehicles)
This means some maps won't have a 64 layer but are still intended to be played on full 64 players servers.
Skirmish
This is a specific game mode for clan matches and it's basically the same as AAS but with less tickets and smaller battlefield zones.
Insurgency
The game mode logic is still pretty much the same with more changes done to the insurgent faction than the game mode itself. The coalition objective will still be the 10 weapon caches that have approximate positions revealed with intelligence gathered from capturing and killing insurgents. Here's a screenshot of the new weapons cache modelled by [R-DEV]Rhino and skinned by [R-CON]Mescaldrav:
The insurgents will be able to deploy hideouts around the map pretty much like the Forward Outposts and will depend mostly on them for spawning. No more random rally points all around the place. This will demand more planning and teamwork from the insurgents to be effective. Here are two screenshots of the insurgent hideout by [R-DEV]coderedfox (wreck and built):
Command and Control (CnC)
This is a game mode still on the early stages and it's focused on the hardcore players that want complete strategy freedom and command structure. Consists of the main base, a set of vehicles and that's it. The players decide which path to take and must deploy all four Forward Outposts before being allowed to capture the enemy main base.
At later stages we have plans of adding random main bases and some type of economy that will allow the commander complete control over his forces and what equipment they will use. For now it will be defined by the mapper and will be more focused on strategy, recon and tactical movement.
Scenario
Still in development, will allow the definition of a nice number of different types of primary and secondary objectives from specific player kits, roles, vehicles, stationary objects, control points, check points and pickup kits, all divided in separate phases that can give different kinds of rewards when completed. The father of all game modes




