another alternate insurgency mode
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npsxbox
- Posts: 178
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another alternate insurgency mode
Last time I suggested that in rural maps, instead of searching for caches, the coalition forces would search spawn bunkers (as in coalition forces trying to find the insurgents out in the bush)
It was well received, so I figured I would suggest this one too.
Imagine a map with a bunch of different villages. It would play as a vanilla Conquest mode, (as in, flags capped in any order) with the coalition in the defense having control of all the villages. But there would be so many villages that the coalition can really only spread out over 2 or 3 villages. So then the insurgents can cap any village they want (ideally ones lightly occupied or not at all). Then the coalition would have to take each village back in a wack-a-mole type gameplay. IRL, the coalition can take villages back no problem, but as soon as they move out, the insurgents move back in. So this mode would simulate that.
Who would win? I would imagine that the coalition would have a lot less tickets than insurgents. A bleed would take place if they lose control of of 2 villages. The insurgents would have more tickets, like I said, but they would bleed if they hold no villages at all. There would be more than enough villages to choose from. This would of course be tweaked until a nice balance is found.
thoughts?
It was well received, so I figured I would suggest this one too.
Imagine a map with a bunch of different villages. It would play as a vanilla Conquest mode, (as in, flags capped in any order) with the coalition in the defense having control of all the villages. But there would be so many villages that the coalition can really only spread out over 2 or 3 villages. So then the insurgents can cap any village they want (ideally ones lightly occupied or not at all). Then the coalition would have to take each village back in a wack-a-mole type gameplay. IRL, the coalition can take villages back no problem, but as soon as they move out, the insurgents move back in. So this mode would simulate that.
Who would win? I would imagine that the coalition would have a lot less tickets than insurgents. A bleed would take place if they lose control of of 2 villages. The insurgents would have more tickets, like I said, but they would bleed if they hold no villages at all. There would be more than enough villages to choose from. This would of course be tweaked until a nice balance is found.
thoughts?
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thedoombringer0
- Posts: 236
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Re: another alternate insurgency mode
I like the sound of that idea and if it was tweeked right it could simulate as you said insurgents moving back in etc.
Although it would be hard to find a right balance.
Although it would be hard to find a right balance.
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Tannhauser
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Re: another alternate insurgency mode
Interesting ... 
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bloodthirsty_viking
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Re: another alternate insurgency mode
ya, that makes sence...... like take it so its a 4 km map, and have like 5 or 6 villisges with atmost 20 building a peice.. that way there is pleanty of cover and room to booby trap it, and the insergents have the normal insirugent cars...
but the usmc would have tanks cars and transport helis and littlebird attack helis ( so the technicals can shoot down attack birds easier)
there could be multiple webon chaches/spawn points in each controled point for the insrgents, but can only spawn in on it if it is freandly (as in insergent) controled.
the brits would have the normal spawn thing.
thats how i saw it when i read your post
but the usmc would have tanks cars and transport helis and littlebird attack helis ( so the technicals can shoot down attack birds easier)
there could be multiple webon chaches/spawn points in each controled point for the insrgents, but can only spawn in on it if it is freandly (as in insergent) controled.
the brits would have the normal spawn thing.
thats how i saw it when i read your post
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npsxbox
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Re: another alternate insurgency mode
I would say they simply build bunkers as they move into a city, place booby traps etc, and just wait for the coalition to arrive. Much simpler, straight forward. Also....insurgent vehicles should spawn at bunkers too...just like for conventional armiesbloodthirsty_viking wrote: there could be multiple webon chaches/spawn points in each controled point for the insrgents, but can only spawn in on it if it is freandly (as in insergent) controled.
Last edited by npsxbox on 2008-12-26 05:20, edited 1 time in total.
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Eagle345
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Re: another alternate insurgency mode
BRILLIANT!! I love it, maybe let the Coalition Forces spawn first to simulate having been there for awhile?
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Zimmer
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Re: another alternate insurgency mode
Why would the coalition force get there first? The coalition force is those who want to drive the insurgents away from the place the insurgents are occupying. In all realistic encounters insurgents are in the area long before the coalition forces. Setting up IEDS, traps and ambushes.Eagle345 wrote:BRILLIANT!! I love it, maybe let the Coalition Forces spawn first to simulate having been there for awhile?
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markonymous
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Re: another alternate insurgency mode
This is a truly amazing idea!! the insurgents could boobietrap the villages to prepare them for the coalition forces, it would be incredible


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Gore
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Re: another alternate insurgency mode
Yes the more modes the better. But in some current maps where the flags must be taken in order, there's way more opportunities for setting up an ambush? I think that's the whole point.markonymous wrote:the insurgents could boobietrap the villages to prepare them for the coalition forces, it would be incredible![]()
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daranz
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Re: another alternate insurgency mode
Sounds like a good idea, but I wouldn't want it turning into an AAS/Conquest with insurgents mode. Insurgents aren't really made for head-on attacks against fortified flags.
Perhaps a better idea would be to give insurgents unlimited tickets. This would fit with other modes, where winning against insurgents by attrition is impossible. Then, make it so that the insurgents have to hold at least 2 villages to keep their tickets - if they hold 1, they bleed, if they hold 0, they bleed even more. Give blufor normal amounts of tickets. This would make it imperative for insurgents to control some territory, and to set up ambushes for blufor to hurt them by reducing their tickets. On the other hand, the coalition would have to use their assets to squash any new insurgent resistance in order to keep the pressure on.
This would, I believe, more closely adhere to the idea of simulating a what coalition forces face in real life. Simply going head to head against insurgent positions is easy enough for them, but in order to "win" they need to keep the pressure on the insurgent forces, and not allow them to get too much of a foothold, even if they can't be in every village at all times.
Perhaps a better idea would be to give insurgents unlimited tickets. This would fit with other modes, where winning against insurgents by attrition is impossible. Then, make it so that the insurgents have to hold at least 2 villages to keep their tickets - if they hold 1, they bleed, if they hold 0, they bleed even more. Give blufor normal amounts of tickets. This would make it imperative for insurgents to control some territory, and to set up ambushes for blufor to hurt them by reducing their tickets. On the other hand, the coalition would have to use their assets to squash any new insurgent resistance in order to keep the pressure on.
This would, I believe, more closely adhere to the idea of simulating a what coalition forces face in real life. Simply going head to head against insurgent positions is easy enough for them, but in order to "win" they need to keep the pressure on the insurgent forces, and not allow them to get too much of a foothold, even if they can't be in every village at all times.

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npsxbox
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Re: another alternate insurgency mode
um...why? If the insurgents capture an empty village next to a coalition occupied one, they would have a very limited time before the coalition sets up an attack. If they occupy one that's several villages away, it gives them more time. That's the point, they move in where the coalition isn't.GoreZiad wrote:But in some current maps where the flags must be taken in order, there's way more opportunities for setting up an ambush? I think that's the whole point.
yupdaranz wrote:Insurgents aren't really made for head-on attacks against fortified flags
yup. I might add, as default, the insurgents might have spawns out in the rural areas of the map surrounding (from far away) the roads linking the villages together (that the coalition can't attack)daranz wrote:Perhaps a better idea would be to give insurgents unlimited tickets. This would fit with other modes, where winning against insurgents by attrition is impossible. Then, make it so that the insurgents have to hold at least 2 villages to keep their tickets - if they hold 1, they bleed, if they hold 0, they bleed even more.
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npsxbox
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