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Command and Control revamp

Posted: 2009-06-29 17:42
by snooggums
C&C Objectives change

Currently Command and Control suffers from a similar all or nothing approach to winning like Kashan does, making it come down to a Kill to Death ratio + vehicle kills to determine the victor. As Firebases are easy to put down and hide actually killing all four of your opponents FOBs while retaining your own is pretty much impossible, FOBs are unimportant to the actual map strategy in C&C currently. As I prefer a mix of strategy and effectiveness to matter I suggest the following as different approaches to C&C.

Minor tweaks to the current system:
  • Have firebase destruction count points (20) giving the team that attacks a minor boost.
  • Have a bleed based on the difference in the number of firebases (I think AAS should also use this for how many flags are controlled). So if one team has two or more FOBs than the other team it starts a bleed, and the bleed gets larger for a bigger deficit (so 4 vs 2 firebases would start a bleed but 3 vs 2 would not incur a bleed).
Total revamp of C&C:
This is a combination of AAS style objectives and the control part of C&C. Each main (the walled in areas on Qwai for example) are an uncappable flag with a Dome of Death. Four flags are randomly placed on the map, but they are not cappable. Instead two of the flags are assigned to each team as objectives.

Example:
China on Qwai a assigned Temple and Mine. US is assigned Processing and Goverment Office.


At the beginning of the round each team has a set amount of time (we will say 30 minutes) to build at least one firebase on the given objectives (within 50 meters of the flag). Starting at 30 minutes a bleed will be determined by the difference in firebases on the objectives. If one side has more objective firebases than the other then that team bleeds.

Example:
China has a firebase on Temple and Mine and the US only has a firebase on Processing so US will bleed slowly (1 ticket per 10 seconds) until they get a firebase on Government Office or they take down one of the firebases at Temple or Mine. If the US loses the Processing firebase and is down by two objectives then they will bleed quickly (1 ticket per 5 seconds).


Tickets from kills and vehicles would work the same as they do currently. As both teams can build 4 firebases 2 can be placed anywhere and would be used for the objectives and the other two can be used to support the friendly or to assault the enemy objectives.

Alternate gameplay:
  • Having the team bleed tickets for not having two objectives up and losing the game immediately for not having any objective firebases (other teams situation does not matter).
  • Only show the friendly objectives until enough intel is gained ala Insurgency. I'm not too keen but would like an intel system of some kind, maybe by getting close enough to the objective for a certain amount of time.
  • Instead of losing tickets for deaths gain tickets for kills/vehicle destruction. Downside is firebase camping for kills.
  • Have objective FOBs count for tickets when destroyed in addition to the bleed.

Re: Command and Control revamp

Posted: 2009-06-30 15:26
by DarthDisco
I like this idea. It definitely gives CnC a boost in terms of replayability. I've played two rounds of CnC from beginning to end, and that was 1 and a half times too many. Currently there is almost no way to actually get a CnC round to work in a strategic sense unless both teams come up with artificial objectives ahead of time. This, however, is very difficult to do on a public server.

Re: Command and Control revamp

Posted: 2009-06-30 23:15
by Peeta
I like this idea!

Re: Command and Control revamp

Posted: 2009-08-27 12:50
by Herbiie
Great Idea!

You very Rarely see C&C Games because of reasons stated above, so i think this will make the game mode more flexible. I also think that the Commander should also have a final say on where a FB goes in C&C because they are important.

Re: Command and Control revamp

Posted: 2009-08-27 13:04
by TheLean
Great ideas, this togheter with the UAV will make C&C fun again.

Re: Command and Control revamp

Posted: 2009-08-27 14:26
by Cassius
I can see how it is very hard to take down all four firebases on maps where you have Helicopters, but no Jets, as its not that easy to cut off Helicopters with AA alone if the Pilot has half a brain avoiding hot zones.

However on maps where you have only trucks 2 3 men ambush squads should be able to take care of supply trucks heading to and out of main, crippling the enemies ability to deploy further firebases.

The problem with C&C is that it is a lot of hide and seek. I dont like that gamemode very much. You hide your firebase in some area with no strategic value, other than it is hard to find and the enemy does the same. Units and assets are scattered all over the map.

However that is only my personal opinion, seen as that hide and seek element and small firefights between 2 squads instead of a contest on a larger scale about known flags could be something that other players enjoy very much.

Re: Command and Control revamp

Posted: 2009-08-27 14:49
by snooggums
The thread suggestion takes care of the hide and seek aspect by assigning build locations. I've never played C&C on a map with air assets, so I'm not sure how helpful air spotting can be. Being able to bomb a FOB would sure play different than assaulting by infantry.

Re: Command and Control revamp

Posted: 2009-08-27 15:08
by J.Burton[EEF]
C&C has to be the most underplayed game mode currently available. Why? Because it doesn't suit ANY of the current maps we have at our disposal.

Re: Command and Control revamp

Posted: 2009-08-27 17:59
by mat552
We'll see how C&C and the new UAV system fit together, eh?