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Gameplay idea for insurgency

Posted: 2009-02-23 12:40
by arjan
In alot of fighting videos in iraq/afghanistan you see Coalition battling over streets or
villages and then getting attacked by insurgent or taliban while theyre searching for
caches or weapons. most of the time they position inside buildings and such and start locking down streets and sectors of enemy pressence, with my idea i want to try and simulate that.


My (rough) idea is:

The gamemode would be still quite the same, they would still have to get intelligence points
to tell where caches. now comes the new part;


The cache would have a ''flag'' radius. (not a real flag)
Coalition should reach one of the exposed ''flag'' radius and once theyre in the radius
they need to start capping the cache to make sure the area is clear of insurgents.
(simulating locking down streets or sectors or whatever :) )

Taking the ''flag'' down would take around 5 to 10 minutes and bringin it up 5 to 10 minutes.
After the 10 to 20 minutes Coalition would be clear to blow up the cache and continue getting intelligence points
(simulating the control on streets and holding the area and then moveing up to control the next street)

In that time insurgent team would get a message via minimap or text that one of their sectors is under attack and they can start on the attack on that sector and should try capping it back.
(simulating the attack after Coalition pressence in the area)

Note that the flag would not be visible on the map, only in the top right of youre screen.

I think adding this would add something to insurgency gamemode and would ask for some teamwork between Coalition squads to lock sectors down to start capping.

Re: Gameplay idea for insurgency

Posted: 2009-02-23 13:52
by Thermis
I like the idea but, sounds like it would be hardcoded. I don't think we can have flags randomly appear throughout the game. IMO we have to lock down the area of a cache already, but this system or something like it would prevent johnny lone wolf from stumbling onto a cache and blowing it.

Re: Gameplay idea for insurgency

Posted: 2009-02-23 14:03
by Incomplete Spork
I liked it in .75 where you had to wait for an Engineer or a Tank/APC to come destroy the cache. That meant you did have to have the area under control.

Re: Gameplay idea for insurgency

Posted: 2009-02-23 14:11
by Mj Pain
I´d like to see a system kind of like the one suggested.
Insurgents could defend the cache and "capping it back" would mean the cache had been moved to a new safe location.
I dunno if it would be possible, just a quick thought i had.

Re: Gameplay idea for insurgency

Posted: 2009-02-23 14:16
by McBumLuv
I'm liking it so far :)

Though AASv3 has randomly spawned flags, I don't know if it's possible to code them to randomly spawn within a game. A few questions do come up.

What happens if you find the cache, but the flag isn't capped?
If you make a solution so you can't see the cache until it's been capped, how would that affect Insurgent tactics?
What bonusses would Insurgents/Coalition get from controlling the area?
What's to stop Insurgents from simply having a spawn point in the radius and spawning continuously while you try and take them out?

Overall I'm interested in the idea though :)

Re: Gameplay idea for insurgency

Posted: 2009-02-23 17:36
by arjan
McLuv wrote:
  1. What happens if you find the cache, but the flag isn't capped?
    Dont realy understand that one
  2. If you make a solution so you can't see the cache until it's been capped, how would that affect Insurgent tactics?
    The insurgents would get the markers and such where they are located, just like how it is now.
  3. What bonusses would Insurgents/Coalition get from controlling the area?
    Maybe more tickets for Coalition? like 40 more? and for the insurgents
  4. What's to stop Insurgents from simply having a spawn point in the radius and spawning continuously while you try and take them out?
    That might be abit different, once the Coalition is in the cap area that spawnpoint would dissapear just like a overruned rallypoint, means one street can be cleared easier than the other


Answers in red :)
(BTW having some issues with my english lately so i might understood it wrong xD)
And thanks for the feedback guys.