One mechanic I miss in all Wargames is the option to take prisoners. In reality, no matter if it is conventional warfare or asymetrical warfare, many soldiers/civilans are captured alive by their opponents. The reasons for taking prisoners or surrendering vary but the main reasons are: Active Capturing: -Intel -Media attention (taliban vids) -leverage ("we have this guy and murder him if you don't...") Surrendering: -Survival -beeing surrounded by a bigger force -beeing unable to fight back The main problem with these things in a multiplayergame is the player. The player doesn't fear death, "Why would I let myself get captured and give my enemys an advantage, when I can try to take a few with me?". How could this be implemented? I thougt a bit about it and think that nobody would let himself beeing captured, maybe expect for Roleplay reasons, if there is no punishment. So basically if your forces are at least 2:1 to all enemys in a certain radius (for example 100m) and you have either direct sight to the enemy or he is in 20m range (shoutrange) you can demand surrender. The enemy then can choose to surrender, tell them to fuck of or stay silent (there should be no indicator for the capturer if he fullfills the requirements or not). If he chooses to surrender the player lose control over his character and is treated like he just died without any additional punishment for him. Then AI takes over the character and behaves similar to Counter strike hostages. They cannot run away, fight or do anything else (they are constrained) you can put them in vehicles or move them on foot. The objective is to bring them back to main and then your team gets a bonus (will talk about that later). If he chooses to ignor the demand to surrender everything stays them same, except that if he dies then he will have some sort of punishment only to him(not sure what exactly atm but I guess it should be spawntime, it should be very unpleasnt so you really think about better giving up). Of course there should be an additional risk for the Capturer, so if he judged the situation wrong, he or his squad will also get a punishment of some sort, so that shouting "give up" will not be a nobrainer. For example if he demands surrender while he does not fullfill the 2:1 requirement any dead squadmember will have a longer spawntime (only a example). As soon as someone surrenders there will be a message to the team saying something like "A comrad got captured in A5, save him!" and if the team manages to bring him back savely to their own main, this team gets a small bonus. If the prisoner is killed in combat by friendlys there should be a heavy team punishment, if the enemy kills the prisoner there should be a not so heavy punishment. What can this add to the Game? It is basically a sidemission that can change the flow of a normal AAS game. It would be a sidemission that could happen anywere and WILL play out different everytime. The enemys can try to lure rescue troops into an ambush or divert the enemys attention from another attack. It should be something that doesn't happen all the time but if it happens it is something you cannot ignor. What will be the reward of this? I am not entirely sure atm, but for a Insurgency game mode it would be of course intel. In AAS gamemode intel could be FOB positions on the Map or the current rough position of all enemy squads. A simple Bonus would be additional tickets. So that was what I was thinking the last few days about, please give me your feedback on my idea.