Insurgency v2 (or Insurgency skirmish)
Posted: 2009-10-05 16:02
This is not intended to replace the current insurgency mode (which I love) but be an additional mode for insurgency that would be vaguely comparable to skirmish. This game mode is intended to provide quicker close combat infantry action while maintaining the asymmetrical game play of Insurgency by providing the BluFor a reason to push the objectives and narrowing the area of battle for both sides. This is not intended to turn the game into a kill fest like skirmish mode is (which works for two standard armies), I do want to retain the other objectives.
Maps: Current maps could be used although the fighting area should be reduced to the cities through field of battle zones. If no permanent BluFor base exists within the city BluFor should get a small enclosed courtyard or walled area as a base.
Objectives: The BluFor team must destroy 5 caches before the time or tickets run out. Time limit should be around 90 minutes. Insurgents would obviously attempt to bleed BluFor tickets and defend caches. Similar to the current setup two caches would be active at a single time.
Differences with current Insurgency mode:
Two caches active and one cache would always be marked, no intel would be gathered by the Blufor team. The marked cache will be the longest surviving cache. The BluFor may find and destroy the secondary cache or continue pushing for the marked one.
Only one or two light offensive vehicles would be available per side (say one bomb car and a techi for insurgents, two .50 cal humvees for US). A single logistics truck and a few station wagons is all that would be needed for support vehicles since the area won’t be too large. The BluFor should not have a supply depot to rearm vehicles unless the insurgents are given one also.
The BluFor should start with around 50 tickets, and gain 25 tickets per cache destroyed so that they will lose if they cannot push a cache. Obviously this could be adjusted during testing but the idea is that the BluFor must make progress or they lost quicker like my delayed bleed idea for assault maps.
No artillery should be used, this is supposed to be city fighting. The commander position would pretty much be restricted to coordination, and most likely ignorable with small populations.
Optionally I would like kit restrictions, no HATs/AA kits for BluFor since the goal is infantry fighting. LATs and RPGs are fine.
Maps: Current maps could be used although the fighting area should be reduced to the cities through field of battle zones. If no permanent BluFor base exists within the city BluFor should get a small enclosed courtyard or walled area as a base.
Objectives: The BluFor team must destroy 5 caches before the time or tickets run out. Time limit should be around 90 minutes. Insurgents would obviously attempt to bleed BluFor tickets and defend caches. Similar to the current setup two caches would be active at a single time.
Differences with current Insurgency mode:
Two caches active and one cache would always be marked, no intel would be gathered by the Blufor team. The marked cache will be the longest surviving cache. The BluFor may find and destroy the secondary cache or continue pushing for the marked one.
Only one or two light offensive vehicles would be available per side (say one bomb car and a techi for insurgents, two .50 cal humvees for US). A single logistics truck and a few station wagons is all that would be needed for support vehicles since the area won’t be too large. The BluFor should not have a supply depot to rearm vehicles unless the insurgents are given one also.
The BluFor should start with around 50 tickets, and gain 25 tickets per cache destroyed so that they will lose if they cannot push a cache. Obviously this could be adjusted during testing but the idea is that the BluFor must make progress or they lost quicker like my delayed bleed idea for assault maps.
No artillery should be used, this is supposed to be city fighting. The commander position would pretty much be restricted to coordination, and most likely ignorable with small populations.
Optionally I would like kit restrictions, no HATs/AA kits for BluFor since the goal is infantry fighting. LATs and RPGs are fine.