Control Game Mode
Posted: 2009-03-21 12:45
Taken from here and expanded.
The majority of these should be possible, and should make for a more interesting game mode.
New game mode: Control
Similarly to the original BF2 mode in all flags being capturable from the start, minus the main base. Unlike BF2 or PR, there is no bleed unless the main base is captured. Additionally, only basic limited kits (LAT, LMG) are available from the usual places. There are no rearm/repair stations in main bases.
Each flag, instead of representing merely area control represents an actual facility/position, thus holding it provides actual in-game advantages.
For example, on a hypothetical map there are 4 objectives; an airport, an entrenched hill position, a military base and an ammo dump. When each objective is secured, it grants a certain benefit to the controlling side;
Airport: Initiates a small negative-bleed to the controller, meaning tickets slowly increase, simulating reinforcements arriving via air. Large cap zone, and likely the main objective of the battle.
Hill Position: Decreases off-map artillery rearm time, allowing the controlling side to call in arty much more often.
Military Base: Spawns a number of vehicles, dependant on the map. Can for example spawn APCs and transports, vastly increasing the holding team's arsenal.
Ammo Dump: Allows request of advanced limited kits (HAT, Marksman/Sniper, Grenadier etc) as well as acting as a vehicle repair/rearm station.
Unlike AAS, where we are simply fighting over territory, in this game mode we are fighting over assets, with each one giving us a specific advantage or disadvantage to holding. By holding each asset, we gain a tactical advantage to the battle while also denying it's use to the enemy.
As all flags are capturable from the start, it gives each team a choice as to which flags to prioritise, and each flag held changes the course and dynamic of the battle. When all objectives are held by one side, the enemy main base is made capturable.
*awaits Tirak and his almighty superhuman search powers*
The majority of these should be possible, and should make for a more interesting game mode.
New game mode: Control
Similarly to the original BF2 mode in all flags being capturable from the start, minus the main base. Unlike BF2 or PR, there is no bleed unless the main base is captured. Additionally, only basic limited kits (LAT, LMG) are available from the usual places. There are no rearm/repair stations in main bases.
Each flag, instead of representing merely area control represents an actual facility/position, thus holding it provides actual in-game advantages.
For example, on a hypothetical map there are 4 objectives; an airport, an entrenched hill position, a military base and an ammo dump. When each objective is secured, it grants a certain benefit to the controlling side;
Airport: Initiates a small negative-bleed to the controller, meaning tickets slowly increase, simulating reinforcements arriving via air. Large cap zone, and likely the main objective of the battle.
Hill Position: Decreases off-map artillery rearm time, allowing the controlling side to call in arty much more often.
Military Base: Spawns a number of vehicles, dependant on the map. Can for example spawn APCs and transports, vastly increasing the holding team's arsenal.
Ammo Dump: Allows request of advanced limited kits (HAT, Marksman/Sniper, Grenadier etc) as well as acting as a vehicle repair/rearm station.
Unlike AAS, where we are simply fighting over territory, in this game mode we are fighting over assets, with each one giving us a specific advantage or disadvantage to holding. By holding each asset, we gain a tactical advantage to the battle while also denying it's use to the enemy.
As all flags are capturable from the start, it gives each team a choice as to which flags to prioritise, and each flag held changes the course and dynamic of the battle. When all objectives are held by one side, the enemy main base is made capturable.
*awaits Tirak and his almighty superhuman search powers*

