Concepts for Operation Siren (WIP map)
Posted: 2010-03-27 06:45
I am beginning work on assets and design for a new map, currently named "Operation Siren". I have a vision for the map; however, I want to hear the community's perspective on my ideas, as well as their own ideas to contribute, as this is NOT a typical PR map. This is a 85% dogfighting map, 15% air traffic control and S&R map, ideal for servers or community events dedicated to its play.
Here is the scenario:
A U.S. carrier group, moving to intercept an urgent naval threat the MEC has deployed in the Persian Gulf, cuts past a archipelago (pending geographical location) to save time. Satellite recon of the archipelago showed it to be safe; however, AWACS detects MiG launches from the formation's largest rock. The rock houses a high-tech MEC airbase, complete with twin steam catapult launch systems, an experimental counter-intelligence array, ECM, and a full fighter wing of MiG-29K's, along with a few Su-34's. The base was geared for such an operation: catching a shortcutting U.S. carrier group off guard and overwhelming it before it could respond.
With two urgent threats, the task group's commander decides to divide the task force in order to address both threats; the escort vessels move ahead to deal with the MEC task group, while the USS Nimitz deploys its air wing of F/A-18E Rhino's to address the threat of the stealth base.
Here's the current vision of the gameplay:
-8 kilometer map; the only landmass on the map is the MEC airbase in the Northeastern corner of the map, which is a modeled static in order to work around the terrain texture deficit in 8 km maps. The airbase is mostly interior, with a arrestor-assisted landing strip on the northeastern edge of the island, and a catapult-assisted launch strip on the soutwestern edge; both strips have a launch/landing heading of due northwest.
-The U.S.S. Nimitz occupies the southwestern corner of the map. If necessary, I'll model the static, though I hope someone in the community has already started one. For test versions of the map, I'll likely use a beta of the Rock base for both factions.
-The objective layout is a variant of Assault and Secure Random, with six random sections of .75 km airspace (in five layers; picture a football field with the mains as endzones, one objective area in each fifth of the field, and two in the middle of the field, will be selected). There are two ways to win: one is to bleed enemy tickets to zero as normal, the other is to control all airspace flags, which unlocks bomb-carrying fighter assets for the controlling team, allowing them to bomb the enemy control tower and win the game if the enemy cannot prevent the strike.
Both factions have symmetrical vehicle layouts:
-24 fighter aircraft (U.S. gets F/A-18E's, MEC gets MiG-29K's) with cannons and a loadout of four short-range AA missiles, four long-range AA missiles, and no bombs. These respawn on a five-minute timer.
-1 AWACS aircraft (E-2C Hawkeye for the U.S., KA-31 Helix for MEC). More on how these work later.
-2 S&R Helicopters (MH-60S Knighthawk for the U.S., Mi-17MD for MEC). Respawns on a two-minute timer.
-2 2-seater strike fighters that spawn once all objectives taken except enemy main (F/A-18F for the U.S., Su-34 for MEC). These will be equipped with LGB's as part of their loadout; since there will be no spotters, the commander will have to designate the objective target using a marker.
-The AWACS craft are critical for each team; these two-seat aircraft have a massive aircraft detection range, well beyond that of long-range missiles, which enhances battlefield awareness for a communicating team. The AWACS for each team has good defensive countermeasures, but will likely require an effective escorting force to ensure it stays up, and with a fifteen minute respawn clock, its loss will be keenly felt. How the detection system will function is one item that's up for debate.
-All aircraft assets (except for the S&R helicopters, which have no ticket value) are valued at two tickets rather than the conventional 20; the number of tickets each team gets is proportionally reduced to 100. Thus, successfully recovering pilots who eject from their aircraft (and thus, ejecting successfully from said aircraft) will allow a team to field far more aircraft before being defeated in ticket loss. Enter the value of the Search and Rescue helicopters, which have a vehicle entry area directly below the helicopter that allows a downed pilot in the water to board them.
-Use of the catapults and arrestor cable systems (as implemented from the CA mod) is managed by one player on each team (usually the commander, though not restricted to him), who, in an ideal setting, is in communication with all flight leaders at least (preferably all pilots through the use of Mumble). Thus, the role of Air Traffic Controller is both busy and important.
-Making U.S. Navy kit geometries won't be necessary; limit everyone to the pilot kit.
Comments? Concerns? Further ideas?
Here is the scenario:
A U.S. carrier group, moving to intercept an urgent naval threat the MEC has deployed in the Persian Gulf, cuts past a archipelago (pending geographical location) to save time. Satellite recon of the archipelago showed it to be safe; however, AWACS detects MiG launches from the formation's largest rock. The rock houses a high-tech MEC airbase, complete with twin steam catapult launch systems, an experimental counter-intelligence array, ECM, and a full fighter wing of MiG-29K's, along with a few Su-34's. The base was geared for such an operation: catching a shortcutting U.S. carrier group off guard and overwhelming it before it could respond.
With two urgent threats, the task group's commander decides to divide the task force in order to address both threats; the escort vessels move ahead to deal with the MEC task group, while the USS Nimitz deploys its air wing of F/A-18E Rhino's to address the threat of the stealth base.
Here's the current vision of the gameplay:
-8 kilometer map; the only landmass on the map is the MEC airbase in the Northeastern corner of the map, which is a modeled static in order to work around the terrain texture deficit in 8 km maps. The airbase is mostly interior, with a arrestor-assisted landing strip on the northeastern edge of the island, and a catapult-assisted launch strip on the soutwestern edge; both strips have a launch/landing heading of due northwest.
-The U.S.S. Nimitz occupies the southwestern corner of the map. If necessary, I'll model the static, though I hope someone in the community has already started one. For test versions of the map, I'll likely use a beta of the Rock base for both factions.
-The objective layout is a variant of Assault and Secure Random, with six random sections of .75 km airspace (in five layers; picture a football field with the mains as endzones, one objective area in each fifth of the field, and two in the middle of the field, will be selected). There are two ways to win: one is to bleed enemy tickets to zero as normal, the other is to control all airspace flags, which unlocks bomb-carrying fighter assets for the controlling team, allowing them to bomb the enemy control tower and win the game if the enemy cannot prevent the strike.
Both factions have symmetrical vehicle layouts:
-24 fighter aircraft (U.S. gets F/A-18E's, MEC gets MiG-29K's) with cannons and a loadout of four short-range AA missiles, four long-range AA missiles, and no bombs. These respawn on a five-minute timer.
-1 AWACS aircraft (E-2C Hawkeye for the U.S., KA-31 Helix for MEC). More on how these work later.
-2 S&R Helicopters (MH-60S Knighthawk for the U.S., Mi-17MD for MEC). Respawns on a two-minute timer.
-2 2-seater strike fighters that spawn once all objectives taken except enemy main (F/A-18F for the U.S., Su-34 for MEC). These will be equipped with LGB's as part of their loadout; since there will be no spotters, the commander will have to designate the objective target using a marker.
-The AWACS craft are critical for each team; these two-seat aircraft have a massive aircraft detection range, well beyond that of long-range missiles, which enhances battlefield awareness for a communicating team. The AWACS for each team has good defensive countermeasures, but will likely require an effective escorting force to ensure it stays up, and with a fifteen minute respawn clock, its loss will be keenly felt. How the detection system will function is one item that's up for debate.
-All aircraft assets (except for the S&R helicopters, which have no ticket value) are valued at two tickets rather than the conventional 20; the number of tickets each team gets is proportionally reduced to 100. Thus, successfully recovering pilots who eject from their aircraft (and thus, ejecting successfully from said aircraft) will allow a team to field far more aircraft before being defeated in ticket loss. Enter the value of the Search and Rescue helicopters, which have a vehicle entry area directly below the helicopter that allows a downed pilot in the water to board them.
-Use of the catapults and arrestor cable systems (as implemented from the CA mod) is managed by one player on each team (usually the commander, though not restricted to him), who, in an ideal setting, is in communication with all flight leaders at least (preferably all pilots through the use of Mumble). Thus, the role of Air Traffic Controller is both busy and important.
-Making U.S. Navy kit geometries won't be necessary; limit everyone to the pilot kit.
Comments? Concerns? Further ideas?