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New game mode (mix of existing ones)

Posted: 2009-08-18 22:55
by CyC_AnD
I tried to search for it, but havn't found anything similar.

Just had this idea. Is it possible to spawn instead of weapon caches something else? A kit?

I see it as "rescue missions" or "capturing".

1. Rescue mission: instead of cache there is a kit spawning on the map. Insurgents can't pick it up. If blufor picks up it works like in "extraction" game mode but dead of this hostage is not the game end. So in basic it is find and extract instead of find and blow up.

2. Capturing missions. The kit could be an insurgent collabolator (without any assets except hands up). It is important informant, captured (picked up kit by blufor) and needed to be escorted to main base for interrogation. He can't run, as captured insurgent would try to slow down its opressors.

And some extra mini mod to this: After, let's say, 3 accomplished captures the 3 caches would be reveiled with insurgent leader pick up kit on one of them. This time insurgents can pick up this kit and not allow blufor to kill him or they can leave this kit and allow blufor to pick it up. If blufor have captured leader (picked up) then insurgents need to kill him to prevent interrogation.


What do you think about it? Is it possible to code? Does it sounds playable?

Re: New game mode (mix of existing ones)

Posted: 2009-08-18 23:58
by bloodthirsty_viking
there used to be something simmilar to that, i think it was called extraction, in the old days, but i neaver played it so i dont know.

Re: New game mode (mix of existing ones)

Posted: 2009-08-19 00:59
by CyC_AnD
Yes, I know. Though extraction was always from fixed one place on quite small map. Random places on big map and few hostages to rescue could add to this game mode imho.

Re: New game mode (mix of existing ones)

Posted: 2009-08-19 14:38
by Roborob
3. Take out a high profile target, Blufor trying to take out a very high value insurgent. While the insurgents try to hide him and keep him from getting killed. Would work kind of like regular insurgency, but no weapon caches.

Maybe Insurgent General (or IG) can create weapon caches?

Re: New game mode (mix of existing ones)

Posted: 2009-08-19 14:47
by theiceman
Roborob wrote: Maybe Insurgent General (or IG) can create weapon caches?
or the commander

Re: New game mode (mix of existing ones)

Posted: 2009-08-19 15:20
by killonsight95
great idea i'm lving it i wonder if the DEV's could maybe bring this in for either something like 0.95 or soemthing like that(0.9 already basicly finnished and all)

Re: New game mode (mix of existing ones)

Posted: 2009-08-19 15:28
by arjan
killonsight95 wrote:great idea i'm lving it i wonder if the DEV's could maybe bring this in for either something like 0.95 or soemthing like that(0.9 already basicly finnished and all)
wouldnt be so sure about that..
what i would like to see is more ''open'' maps where the team could decide theirself what they think is important.

Re: New game mode (mix of existing ones)

Posted: 2009-08-19 15:31
by killonsight95
arjan wrote: what i would like to see is more ''open'' maps where the team could decide theirself what they think is important.
what do you mean? explain...

Re: New game mode (mix of existing ones)

Posted: 2009-08-19 17:50
by arjan
Yeah ive could be abit more precisive.

Dont really know how to explain myself (english aint first language) :razz:
Ill try and explain it with a random paint picture;

Image

Take this random picture as example.
1= Random village (spawns a jeep or truck)
2= Random villages (spawns a heavy vehicle)
3= NW town + bridge part
4= SW town + bridge part
(spawns a heavy vehicle)
5= NE town + bridge part
6= SE town + bridge part
(spawns a heavy vehicle)
7= middle town part
8= middle town part
9= middle town part
(spawns a heavy vehicle)
10= random village (spawns a jeep or truck)
11= random village (spawns a jeep or truck)
12= random village (spawns a jeep or truck)
13= random village (spawns a jeep or truck)


So positions with little to none strategical value would reward youre team with a lightvehicle spawn
positions that have a larger strategical value (2 flags combined) could reward youre team with heavier vehicles (APC's, IFV's, Recon heli's etc)
positions with even larger strategical value (3 flags combined) would reward youre team with the heaviest vehicles in the game (MBT's, Transport heli's, Attack heli's, Planes)

so the flags would start spawn assets in youre main base if the flag is capped with this ''combined flag'' system

example, if youre team caps 3 and 4 (bridges + large town) youre team could obtain a heavier vehicle or multiple heavier vehicles at main depending on the strategical value of the grouped flags (could simulate more troops going to the front to hold a position)

both teams would spawn with just a few light vehicles in the beginning, not enough to carry the whole team. capping flags would be rewarding since you could get more assets by capping flags, and even heavy assets by capping grouped ones.

Their would be no AAS or whatsoever, both teams can cap what they think is usefull or smart. they wouldnt be able to baserape since every base should get a dome of death
both teams can only win on tickets by eliminating the enemy forces.

So explaing the gamemode lets move on to how the strategical plan could go.
teams example; Russia(northern part) vs Chechnya(southern part)

view from the russian side;
They could send some trucks out towards 1-2 to gain some light or 3-4-5-6 for heavier vehicles, most likely some units will immeadetly be send towards to the bridges to get APC's to transport people to the bridges to defend their side of the river.
They could then cap the whole northern side of the river to have full vehicle support (light vehicles and heavy vehicles)
After that they could send some forces towards flags 7-8-9 to get tanks if they want, the thing is chechnya will most likely be controlling that part of the map with tanks since they probbaly wanted to have tank or attack heli/jet support so you have people battling over areas of intrest instead of preset flags that you ''have'' to take.

The Russian team could try and make a push trough the the village cap it inorder to set their bridge saver from enemy contacts and enemy tanks and gain them theirselves.
what the russian could do now is to set a team on defence at random village 10 to cut off any vehicles trying to reach the 7-8-9 flag group or friendly logistics behind the 7-8-9 flags and so on a battle can progress

view from the chechnya side;
They would most likely send out a team to 13 to get some technicals up to get control of the bridges and a team to the 3-4 grouped area to get the apc's up or go to 7-8-9 ignoring the bridges and getting tanks up, and then useing those tanks to support the assault at one of the 2 bridges, its all up to the team.
they can decide if they go for the fast vehicles first capping random villages wich brings them in the position of roaming trough the map with technicals or jeeps fast capping large pieces of map but without having tanks support against heavier treaths the russian team might come up with, so every battle could be different with assymetrical balance.

Logistics
Logistics will also be verry important for both teams, they wont be able to operate well if you dont control a area.
Example for the russian team; they can run logistics vairly save behind their bridges if, if theyre are controlling both bridges, so keeping logistics save by capping key points will automaticly become a objective too.


All in All, i think this way (if impleted xD) will make each battle unique and gives the team/commander the choice where to focus on, but also gives less preset objectives, and will be more rewarding capping a flag.



keep in mind this is just a random idea, not a map idea, and can be applied on some maps in PR right now.

(Ex; qwai, foolsroad, kashan,quinling etc, though the maps would need a new flag system)

Re: New game mode (mix of existing ones)

Posted: 2009-08-19 17:54
by Roborob
+1 I love it


Although could use some randomness and would be tough to balance, but Great, Great idea

Re: New game mode (mix of existing ones)

Posted: 2009-08-19 17:59
by arjan
Teams can balance it for themselve, if they set a flag as their objective in order to eliminate armor support for example.

Re: New game mode (mix of existing ones)

Posted: 2009-08-19 19:17
by killonsight95
no it needs to be the other way round! the heaveir vechials at beggining to give thme a fighing chance if their bases start to get capped for balence reasons

Re: New game mode (mix of existing ones)

Posted: 2009-08-20 09:41
by arjan
youre base isnt cappable like i explained -.-
you can cap flags of choice on the map in order to receive more troops and equipment.
to battle the other team down on tickets instead of capping them out.

It wouldnt make sense to send in tanks and everything witout an area explored by a recon team (In real life)
So they would send recon teams in first (some light vehicles to cap the first few flags) and then slowly more forces are brought to the frontline, like real life.

Also why would you ''need'' the tanks and heavy stuff first, that will be just like preset vehicles wich adds nothing to assymetrical balance.

Re: New game mode (mix of existing ones)

Posted: 2009-08-20 10:52
by CyC_AnD
You stole my topic! :P just kidding mate. Good idea but I'm not sure if I get it right.

So you say that flags have to be capped in order or any of them can be capped? Couse if any can be capped we will get quite likely run for last flag to get haviest assets. If it is not any flag, then it is not different what we have now except from spawning assets for capping flags (what is discussed in other topic on this forum already).

Re: New game mode (mix of existing ones)

Posted: 2009-08-20 11:20
by arjan
woooops im sorry :razz:
He wanted to explain myself, so i did xD

any of them can be capped yeah, but a team that decides to cap for example a random village would get 1 or 2 jeeps to support their assault, but capping a grouped flag you could get apc's or IFV's or even tanks if its a large position with strategical value.
A team can decide it all for theirself

(taking the paint picture as example again)
the russian team can decide theirselve if they want to be defensive or offensive.
they can hold the 2 towns surrounding the bridges (makeing sure they cant cross their side), or they can move in towards the middle town, that cuts of the chechnyan tank spawn or not risk it but settup ambush position on random village 10 and 11 cutting off the roads towards 7-8-9. and then move the main force from the 5-6 grouped flag area could move in to the 7-8-9 grouped flag area to secure it vairly save becouse the other guys are cutting off vehicles at the roads upperhead.

But the chechnyans could decide to defend the position 7-8-9 position with the tanks they obtained and some BRDM's from the random villages the might decided to cap.
So that way an intresting fight could be possible between russian mechanised infantry and chechnyan tanks and infantry.
The russians could fail on the assault on the 7-8-9 grouped flags, meaning the chechnyans would have (most likely) free play onto the bridge with their tanks and infantry.
or they could decide to stay on defence and not risk tickets.

and i think it could create some more diversity and tactical movement on some maps that could suit this gamemode, but also make this a verry intresting gamemode for the commander.
With the upcoming UAV he can direct troops on enemies that are closing in on 1 of the strategical position for example.