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New Gamemode - Search And Destroy

Posted: 2006-05-26 12:44
by S.O.P
*apologies if this is regurgitated, I browsed the forums for a while but its hard to keep on top of everything*

Had an idea for a gamemode as I was trying to convince Australians to give the PRMM a go. Most players I speak to, prefer the deathmatchy type of game, without really giving the mod a chance. More often than not, its complaints against spawntimes (and lack of players unfortunately atm). What they do speak highly of (myself included) is the greatly improved Infantry combat and mechanics (hard-coded problems aside).

My idea for the new gamemode, at this point, is more Infantry-based than anything. It would involve modified infantry maps. It is pushing the boundaries of realism but at the same time could be entirely plausible if you allowed it. More to the point, it would be a lot of fun and would bring in a large amount of infantry players and follow on interest to other facets of PR.

Basically, you have a map (be it a city, a forest, villages, stronghold or beach landing). Take Muttrah for example. One side occupies one half of the city with an uncap, the other side occupies the other half with an uncap. What this gamemode is trying to convey is that there is a rather large, constant running firefight between the 2 factions whilst being 'reinforced regularly' (shorter spawntimes). The only purpose of the gamemode is to destroy the other side by removing tickets, 1 ticket per confirmed death - 'Search And Destroy'.

There would be anti-camping bubbles around the uncaps to prevent you know what. There would be a 10 second critically wounded time, after that would be a respawn (still deciding on whether you would be allowed to spawn on SL to prevent pouring of troops onto positions). Players would be allowed to move on their own if they chose but as we all know, moving in squads would be superior.

What I think it would simulate is the unknown. You would have squads moving through areas of the maps, not quite sure what would happen, more likely to be ambushed at any time, in any place but with a specific goal in mind which is to search out and destroy the enemy. Urban maps, particularly house-clearing (flashbangs anyone?) would probably work better.

Its out there and its bordering on the edge of realism and the edge of Deathmatch and I'm ready to be critiqued.

Posted: 2006-05-26 13:10
by BlitzQuick
i like this idea...just 2 flags cant be caped and straight war...i like the idea that when u die a ticket goes down...that will make people think twice about there actions and we could see some great action....i like this idea

Posted: 2006-05-26 13:31
by bigbossmatt
Yeh nice idea, it seems a little more along the lines of what Matturah should be about.

BTW gamearena has a pretty full server most of the time, nice to see you on the forum :)

Posted: 2006-05-26 14:21
by Malik
Currently deaths remove tickets, but at the moment holding more flags increases the bleed on tickets. I guess the idea is a gamemode relying entirely on the fragging as opposed to the bleeding. I'm not sure how well the game mode would work, it would attract a lot of your classic vBF2 arcade players. Real firefights are at the pace you see in PRMM at the moment. Players take it easy and use cover. Increasing the action further will make it like vBF2 again, I don't think we need that.

Posted: 2006-05-26 14:32
by hop_ic
that would be so cool kinda like css.
The only thing that needs to be added to the non cap zones is if a player stays in the bubble too long like 2 min they will take damage so we don't have people getting frustrated over afk's wasting time.

Posted: 2006-05-26 15:25
by S.O.P
Thats the point Malik. To bring some players over and get the follow on into the other mechanics PR has to offer. It might be OK for you in the UK and the States but we only get 1 full server on weekends and sometimes weeknights, never ever during the day.

Plus, if it was a mixed mode server, you'd only have one like that every now and again, might shake things up a tad. I know at times I always want a slight increase in action and more often than not decide to go rambo for a while.

I honestly don't believe it would detract from PR as a whole. And like I said its 'borderline' realistic. You would still be moving slowly, clearing areas, watching for ambushes, it would just be more of it, more of the time.

Its an idea though. I know it sketchy but personally I would like to see an Infantry only mod with PRMM's infantry dynamics. If they can get insta-proning, class limitations sorted and more infantry only maps, I'll be in heaven.

Posted: 2006-05-26 15:36
by S.O.P
Can you have moving flag caps? How about an AAS mode were every flag is a single building and you must clear/defend each in order?

Posted: 2006-05-27 10:51
by Doedel
To add further, it'd be cool to see these kinds of maps with relatively low ticket numbers to REALLY increase the importance of staying alive.

Even having maps that have 32 tickets per side (one for each person), jacking up spawntimes to forever and having an America's Army-style game, I think this would be great fun. It may mean some waiting around but I always did enjoy watching the last man alive on my team sneak around trying to pop off the last few enemy to make a surprise win. Now THAT would be the ultimate deathmatch.

Posted: 2006-05-27 10:57
by Pence
I dont want to play Call of Duty or Call of Duty 2 and have to play it on PR too.

Posted: 2006-05-27 15:07
by Rhino
*watches a buch of snipers hide in there safe zone and shoot out*

umm no.... you need some type of objectives.

Posted: 2006-05-27 15:45
by donkeybond
I love this idea! just two uncaps and a sort of bubble around it where you can't shoot through would be great! Also, having 1 ticket per person would also make the game more 'sneaky' as people really don't want to die. (ofcourse nobody wants that!)

And to replace the flags you have in conquest, you could have strategic areas, like a bridge or buildings that you can enter (nothing special, just like that building at karkand at the square)
So that if you 'capture' those areas, you have an advantage over you enemies.
But the only places to respawn should be the 2 uncaps, and with really low spawntime so that you can use that time to get back to the place where the action is.

This way, people would be more carefull with their live, because if they all die once, your team has lost.
And, there would be no spawning directly in the action. Which is bad for the spawner (30 sec. spawntime, you respawn BOOOM! you're dead) and bad for the others (you're just lying in an ambush, an enemy tank and APC are coming, you blow them up, but one person managed to escape. Suddenly, 5 guys spawn at the escaped person and kill you and your mates)

Ofcourse, clearing buildings with flashbangs and such would be fun, but how would you want to do that? BF2 is mainly made for outdoor battles, so you need to make everything yourself. I think that is really hard to do.

Posted: 2006-05-28 02:11
by S.O.P
'[R-DEV wrote:Rhino']*watches a buch of snipers hide in there safe zone and shoot out*

umm no.... you need some type of objectives.
Only poor map design would allow that to happen.

The objective is to kill, but you are the man. Idea squashed.

Posted: 2006-05-28 10:23
by triumph
*watches the bunch of snipers snipe because they aren't forced off a sniper kit*
If players want hardcore meatgrinders than put in some 3 flag maps that only focus over one very hard to cap flag with others being only posible to be made neutral by the opp force. Like a middle ground between the linear objectives of AAS and the stupidity of vanilla conquest while using conquest and interesting map design to set up a key focus while having points close to that action that aren't of real value besides a forward spawn.

Also incentive for assaulting neutral flags and holding them would be giving and delaying additional tools that would spawn at a main base or vice versa, when a flag is lost additional tools spawn for the team with the downside. Thats all mapping issues anyway but it would be nice to have some more freeform play with PRMM that still has focus like AAS mode.