New game mode and mechanics.
Posted: 2010-08-15 22:39
i was in shower and i was thinking that... 
So this is my proposal( or brainfart) to the new game mode and it have some thing from c&c and aas and mixed up some of my suggestions.
- Its playable only in 4km maps(silent eagle,kashan desert,yamalia,qinling)
- In this game mode, maps should have always 6 flags.two mainbase flag and four flags randomly in map, so in future, mappers should place
correct amount of flags and that is because there is also 6 defend fobs.So fobs and flags match...
- to cap the flag you must first find and destroy enemy fob,then flag go neutral,then you must build fob and then you are capping it to your team.
DEFEND FOBS
-Defend fobs are only deployable to the friendly/neutral flag radius.
-Defend fobs need crates that squadleaders can deploy fobs.
-Assets depends how many crates you have there.
-Limited spawns.
So,more you work with fob,more strenght it has.
you can have 6 of these fobs but must deploy only to the neutral/friendly flag radius.
- You can have just one of each fobs,so no two 8 crate fob.
Examble about defend fob in silent eagle:
are you gonna deploy your strongest fob to the abandon airfield(mainbase) to cover you *** or central village?Its up to your team...
ATTACK RALLYPOINT.
Attack rallypoint are just some amount of soldiers,few foxholes,maybe hmg but nothing more.
you should try to make your flank attacks from there with apc support and tanks.
- These attack rally points you can deploy anywhere on the map.
- Whole team can spawn there.
- It has also limited spawns.
- Your team can have only two of these kind of spawnpoints.
Examble about attack rallypoint silent eagle:
In central village,there is enemy fob spotted.You must recon it to know what kind of enemy there is.
If you see just few hmg`s there,its maybe just medium defend fob.you have good change to take it out with your team from attack rally.
Your attack rally has 15/20 soldiers and enemys medium defend fob have 25/30 soldiers.You have good change to take it out.
But if you see mortars,tows and all the stuff,its wise to you back off and call support.
Airstrikes should be called those fobs with heavy assets.
(you can also deploy attack rallypoint near your mainbase/defend fob to make those more powerfull,but is meant to flanking enemy,its about tactics)
With limited spawn you can try to take fob out from distance,you can win that firefight from long distance.
Your team keep killing them and they keep dying and when they spawns dry out...its silence.You win.
You can still go in spawnradius to prevent enemy to spawn or you can go to use incediary grenade/stab the radio to disable fob.(but if you are in good position and you have good line of fire on their fob,why go CQB?,just give them hell from your good position,they dont know where you are,they keep dying and at the end,they gonna loose their fob.)
Its up to you what kind of attack you like.
TICKET BLEED.
(Im not sure about this but lets try something)
- Both teams suffer ticket bleed when get killed or assets get destroyed.
- Destroying enemy fob causes ticket loss and amount depending what kind of fob is it.
so destroying 8 crate fob causes massive ticket loss.
- Capping the flag and building fob on flag gain tickets.
- Actual ticket bleed starts when you have capped 4 flags from 6.(cos in 3 flag vs 3 flag its even,lol)
- In 4 flags from 6 its not huge bleed,your team can still fight back easily.
- 5 flags from 6 its quite bad.tickets is going down but you can still do something.Fight and try to take that flag back to gain tickets.
When enemy have all the flags,tickets are going down....but this is where i want little change in pr.
If you have your attack rallypoint somewhere good place,you can try counter attack from there.( see alternative thought at bottom)
OVERALL TICKETS:
both teams have 300 tickets in start.
when team caps flag and build fob there,100 tickets is gained.
so in 3 flag vs 3 flag situtiation both team have 500 tickets.
so if enemy manage to take one more flag,they gain more tickets and other teams ticket start to bleed.
My proposal for FOB`S and RALLYS assets:
Attack rallypoints
1 crate attack rallypoint
15 soldiers.
2 crate attack rallypoint
20 soldiers
Foxholes
1 HMG
(maybe spawnable vehicle)
Light defend fobs
1 crates fob
25 soldiers
Foxholes
Barbwires
2 HMG`s
Medium defend fobs
2 crates fob
30 soldiers
Foxholes
Barbwires
2 HMG`s
1 AA gun
Heavy defend fobs
4 crates fob
40 soldiers
Foxholes
Barbwires
2 HMG
AA gun
6 crates fob
40 soldiers
Foxholes
Barbwires
Vehicle supply depot
2 HMG
AA gun
Deployable TOW
7 crates fob
45 soldiers
Foxholes
Barbwires
2 HMG
AA gun
deployable TOW
Mortars
8 crates fob
60 soldiers
Foxholes
Barbwires
2 HMG
AA gun
Deployable TOW
Mortars
there should be just one deployable vehicle supply depot in map.
So this would require more options to the squadleader radio.
there should be button where he can just deploy attack rallypoints.
Deploy rallypoint/asset (left click/right click)
Pushing left he gets options of:
1 crate rally
2 crate rally
And pushing right he gets assets what he can deploy on attack rally.
There should be button where he can just deploy defend fobs.
Deploy forward outpost/asset (left click/right click)
So pushing left he gets options:
1 crate fob
2 crate fob
4 crate fob
6 crate fob
7 crate fob
8 crate fob
pushing right click he gets option of all assets.
some alternative thoughts:
thought 1:
maybe if can do that way that if your team have attack rallypoint somewhere and enemy has taken all the flags,tickets is not gonna reach zero.
enemy must find your attack rally to finish the round.
that way loosing team can still try to do something to prevent loss.
thought 2:
is there way to make vehicles spawn to the attack rallypoint?
if is,please give one attack vehicle there
if situtiation is like in thought 1,then those final 20 soldiers can take that tank and try counter attack
thats all.little brainfart from me there.
its hard to me to get this done with my english and unknowledge about coding,mapping.
coders and mappers know better.
this gamemode requires commander,everyone should be in mumble and voip.
this would work only on best servers like TG T&T and so on.
but if there too much coding,hardcodedness,hardcoreness maybe in arma2pr mod or even in pr2?
ops:
EDIT:Vehicle supply depot moved in 6 crate fob
So this is my proposal( or brainfart) to the new game mode and it have some thing from c&c and aas and mixed up some of my suggestions.
- Its playable only in 4km maps(silent eagle,kashan desert,yamalia,qinling)
- In this game mode, maps should have always 6 flags.two mainbase flag and four flags randomly in map, so in future, mappers should place
correct amount of flags and that is because there is also 6 defend fobs.So fobs and flags match...
- to cap the flag you must first find and destroy enemy fob,then flag go neutral,then you must build fob and then you are capping it to your team.
DEFEND FOBS
-Defend fobs are only deployable to the friendly/neutral flag radius.
-Defend fobs need crates that squadleaders can deploy fobs.
-Assets depends how many crates you have there.
-Limited spawns.
So,more you work with fob,more strenght it has.
you can have 6 of these fobs but must deploy only to the neutral/friendly flag radius.
- You can have just one of each fobs,so no two 8 crate fob.
Examble about defend fob in silent eagle:
are you gonna deploy your strongest fob to the abandon airfield(mainbase) to cover you *** or central village?Its up to your team...
ATTACK RALLYPOINT.
Attack rallypoint are just some amount of soldiers,few foxholes,maybe hmg but nothing more.
you should try to make your flank attacks from there with apc support and tanks.
- These attack rally points you can deploy anywhere on the map.
- Whole team can spawn there.
- It has also limited spawns.
- Your team can have only two of these kind of spawnpoints.
Examble about attack rallypoint silent eagle:
In central village,there is enemy fob spotted.You must recon it to know what kind of enemy there is.
If you see just few hmg`s there,its maybe just medium defend fob.you have good change to take it out with your team from attack rally.
Your attack rally has 15/20 soldiers and enemys medium defend fob have 25/30 soldiers.You have good change to take it out.
But if you see mortars,tows and all the stuff,its wise to you back off and call support.
Airstrikes should be called those fobs with heavy assets.
(you can also deploy attack rallypoint near your mainbase/defend fob to make those more powerfull,but is meant to flanking enemy,its about tactics)
With limited spawn you can try to take fob out from distance,you can win that firefight from long distance.
Your team keep killing them and they keep dying and when they spawns dry out...its silence.You win.
You can still go in spawnradius to prevent enemy to spawn or you can go to use incediary grenade/stab the radio to disable fob.(but if you are in good position and you have good line of fire on their fob,why go CQB?,just give them hell from your good position,they dont know where you are,they keep dying and at the end,they gonna loose their fob.)
Its up to you what kind of attack you like.
TICKET BLEED.
(Im not sure about this but lets try something)
- Both teams suffer ticket bleed when get killed or assets get destroyed.
- Destroying enemy fob causes ticket loss and amount depending what kind of fob is it.
so destroying 8 crate fob causes massive ticket loss.
- Capping the flag and building fob on flag gain tickets.
- Actual ticket bleed starts when you have capped 4 flags from 6.(cos in 3 flag vs 3 flag its even,lol)
- In 4 flags from 6 its not huge bleed,your team can still fight back easily.
- 5 flags from 6 its quite bad.tickets is going down but you can still do something.Fight and try to take that flag back to gain tickets.
When enemy have all the flags,tickets are going down....but this is where i want little change in pr.
If you have your attack rallypoint somewhere good place,you can try counter attack from there.( see alternative thought at bottom)
OVERALL TICKETS:
both teams have 300 tickets in start.
when team caps flag and build fob there,100 tickets is gained.
so in 3 flag vs 3 flag situtiation both team have 500 tickets.
so if enemy manage to take one more flag,they gain more tickets and other teams ticket start to bleed.
My proposal for FOB`S and RALLYS assets:
Attack rallypoints
1 crate attack rallypoint
15 soldiers.
2 crate attack rallypoint
20 soldiers
Foxholes
1 HMG
(maybe spawnable vehicle)
Light defend fobs
1 crates fob
25 soldiers
Foxholes
Barbwires
2 HMG`s
Medium defend fobs
2 crates fob
30 soldiers
Foxholes
Barbwires
2 HMG`s
1 AA gun
Heavy defend fobs
4 crates fob
40 soldiers
Foxholes
Barbwires
2 HMG
AA gun
6 crates fob
40 soldiers
Foxholes
Barbwires
Vehicle supply depot
2 HMG
AA gun
Deployable TOW
7 crates fob
45 soldiers
Foxholes
Barbwires
2 HMG
AA gun
deployable TOW
Mortars
8 crates fob
60 soldiers
Foxholes
Barbwires
2 HMG
AA gun
Deployable TOW
Mortars
there should be just one deployable vehicle supply depot in map.
So this would require more options to the squadleader radio.
there should be button where he can just deploy attack rallypoints.
Deploy rallypoint/asset (left click/right click)
Pushing left he gets options of:
1 crate rally
2 crate rally
And pushing right he gets assets what he can deploy on attack rally.
There should be button where he can just deploy defend fobs.
Deploy forward outpost/asset (left click/right click)
So pushing left he gets options:
1 crate fob
2 crate fob
4 crate fob
6 crate fob
7 crate fob
8 crate fob
pushing right click he gets option of all assets.
some alternative thoughts:
thought 1:
maybe if can do that way that if your team have attack rallypoint somewhere and enemy has taken all the flags,tickets is not gonna reach zero.
enemy must find your attack rally to finish the round.
that way loosing team can still try to do something to prevent loss.
thought 2:
is there way to make vehicles spawn to the attack rallypoint?
if is,please give one attack vehicle there
if situtiation is like in thought 1,then those final 20 soldiers can take that tank and try counter attack
thats all.little brainfart from me there.
its hard to me to get this done with my english and unknowledge about coding,mapping.
coders and mappers know better.
this gamemode requires commander,everyone should be in mumble and voip.
this would work only on best servers like TG T&T and so on.
but if there too much coding,hardcodedness,hardcoreness maybe in arma2pr mod or even in pr2?
EDIT:Vehicle supply depot moved in 6 crate fob