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Showing results for tags 'mode'.
Found 10 results
As it is the training mode is far too basic. It needs to be extended to include training for the commander and squad leader roles. People wouldn't shy away from a lead role as much if they were actually prepared for it to start with. The learning curve for this game is far too steep for the training mode to be this basic.
I posted this on Reddit and didn't really get much attention from it so I thought I would post it over here. So i know a lot of people are looking forward to more game modes being added and I had my own twist on a game mode that might help with current frustrations that AAS and Invasion brings. The game mode would work like something as follows: - Both teams start at main base with no vehicles. - After the first cap point is captured, only transports and Mrap's/ techies spawn. - After the second point is captured, logis spawn. - After third point is captured, APCs spawn. Since in my idea the bigger vehicles cannot spawn until the third capture point, something like this would only work on bigger maps, and it would be made so that you would only see the enemy's first capture point after you captured your first capture point. Now, I know from a developer/ programming aspect this would probably be a little difficult to do, but I had thought about something like this for awhile that would stop everyone from rushing middle cap and would similar to randomized AAS. Thoughts?
Updated the AAS logic to be more robust and have more featuresAllows for giving the capturing team tickets and also has an option to prevent ticket gain when capping from start-neutralOwning more capture zones than the opposing team will begin to incur a slight bleed penalty. The more zones owned, the more bleed the opposing team incurs. Any more details of what the bleed is and gain is. Bit ambiguous. Thanks for change.
What might be interesting spawn mode would be if (Only) a commander could set RP's around the map or even FOB's because the strategy of the commander would be somewhat enforced...SL's could recomend placements of these R Points and FOBs but its up to commander to decide where thay are put down and why. This way a commander position has value and SL will have less decisions to make about overall strategy of where and why to set RPs and FOBs. The SL could worry about his squad more and what they are doing rather than creating spawn worm holes. This is just an idea this thread started me thinking about. Of course a commander would have other abilities giving him insight to place the RPs and FOBs that SLs dont have such as drone recon of enemy movements or recon scout intelligence given to him partially incomplete so he doesnt have all enemy whereabouts but enough to get an idea of what enemy might be doing or planning based on movement covered by radar like in old BF or by squads on ground or computer telling him armor possible locations and aircraft spottings. Also commander could destroy and move the RPs and FOBs after every 5 minutes or some other time period set by server admin. Or he has to tell a squad to deconstruct a FOB with shovels. Something to be considered maybe as some mode to try out and tweak. :) I posted this on other thread but think it deserves its own. Do not know status of commander role, but if there is to be one shouldnt he have power to set RPs and FOB placements? To control strategy of battles for objectives?
In the early stages of Project Reality there was a gamemode called VIP, which was awesome! For those of who never played it: The VIP person had to be transported with a black armored SUV, from point A to B through one checkpoint by US team. The other team had to kill him. US team had humvees and a littlebird (and maybe some light armored vehicle?! i dont remember), insurgents got crappy cars, but more spawnpoints, RPGs and mines ;) I'd be really happy to see this gamemode again, here in Squad. Of course this need some modification because the severs with this mode were often empty, but that mode got some potential! It was really good when there were at least 10 ppl on the server. I think the main problems with this mode were that: a.) The VIP person was dumb. -> maybe AI as VIP? b.) The attackers never found the VIP -> Narrower maps than AlBasrah for this game mode, or more checkpoints. c.) Attackers killed the VIP too quickly. -> US team can carry false VIPs too and they only lose if attackers kill the real VIP. I would also like an other type of VIP missions, other than the old take him from A to B. Something like, rescue the VIP from a position that only the US team knows exactly, but its inside the attackers area. What are your toughts?
SABOTAGE Game mode. Asymmetrical. Except in this case, the roles are switched. BLUFOR is at the disadvantage. OPFOR has the upper hand. But obviously balanced out for gameplay. Ultimately, the team with better communication, coordination and tactics will be the one to succeed. [POTENTIAL MOD] This idea assumes/implies the following features can eventually exist: Item acquisition system of some kind; Something more than accessing an ammo crate.New items introduced such as satchel charges; knives; mines; flares; intel; wire cutters; zip-tie wrist restraintsNew construct-able items introduced such as minefield; spotlight; New PvP function: capturing enemy playersConstruct-able item restrictionsDevs have found a way to mitigate gamma-modification, due to this mostly being set during the night.Recommended max player count: 40 / 20v20 [could be scaled up or down depending on map size] TICKET OUTLOOK BLUFOR: 1800 / Lose 100 tickets every time a BLUFOR player is captured. Lose 1 ticket per player respawn. OPFOR: 300 / Lose 10 tickets per FOB overrun. Lose 5 tickets per vehicle destroyed. Lose 1 ticket per player respawn. OVERVIEW BLUFOR operative presence has been detected deep within OPFOR's territory. OPFOR essentially must spread out and search for the scattered BLUFOR players while also coordinating defenses of their facilities. At the beginning of the match, BLUFOR is normally at their weakest state. They are spread thin, they do not have any of their specialized kits and they have 3 phases of objectives to complete. At the beginning they are also without any medics. BLUFOR can use their spread to their advantage by coordinating attacks, ambushes and staying as stealthy as possible all while working together to find one another and combine their firepower and skills to complete their objectives. BLUFOR DETAILS BLUFOR players start out scattered around the map in groups of 2. They have specialized kits for SERE situations. All BLUFOR players start with: Rifle with 6 magazines1 hand grenade2 white smoke grenades1 block of c42 bandagesSpecialized kits will be available at SUPPLY CRATES scattered around the map. BLUFOR players will be able to replenish their ammo and equipment at these SUPPLY CRATES (for a limited amount of times) and also access different specific kits. Specific kits include: Saboteur [satchel charge; wire cutters]Medic [medical bag; 3 extra white smoke grenades]Spotter [bolt action rifle with 8-12x magnified optic; rangefinder]Combat Engineer [anti-vehicle mines;]Officer [rangefinder; emergency flare]Once they obtain a specialized kit, they can use it for the rest of the match. Multiple randomized objectives spawn on the map at round start for BLUFOR to complete and are done in chained phases. OPFOR is not told these specific objectives unless a BLUFOR player is captured. BLUFOR objectives are only revealed upon a captured player as per what objective currently exists. OPFOR will not be told what the Phase 2 or 3 objectives will be until those objectives are active and they capture a BLUFOR player. Phase 1 objectives would be to sabotage an important OPFOR facility. All three of these facilities spawn during the game and are tied to one of the three FOBs. Destroying a facility at an OPFOR FOB renders the FOB un-spawnable. OPFOR must then work from the remaining FOBs and their base for the rest of the game. However, for the Phase 1 Objective, only one of these specialized facilities becomes the 'target' objective. Destroying the other two would also net the same effect as described below, but it would not progress the objectives for BLUFOR. Plant explosives on OPFOR's ammunition depot. (Limiting the amount of ammo crates their SL's can deploy)Plant explosives on OPFOR's repair depot (Disable OPFOR from being able to repair their vehicles)Plant explosives on OPFOR's weapon depot (Limit OPFOR kits)Phase 2: Obtain OPFOR intel in order to reveal the location of the final enemy static FOB. Once intel is gained from this second FOB, the OPFOR FOB becomes un-spawnable. Intel files are present at every FOB, but only 1 of them becomes the current objective of the BLUFOR team during Phase 2. If non-objective intel files are acquired by BLUFOR during the course of the game, OPFOR active camp positions are revealed temporarily on the map and the FOB where the non-objective intel was taken from are still spawnable by OPFOR. Phase 3: Move to the final FOB and secure it. Upon completely overrunning the OPFOR FOB, an LZ is created. Hold the LZ for 3 minutes. (Timer starts; Prevent OPFOR from neutralizing it). BLUFOR needs at least one third of their team present within the LZ cap zone in order to cap it. Upon holding the LZ for 3 minutes, BLUFOR victory is achieved. If OPFOR is able to move in, neutralize and cap it back, OPFOR is victorious. OPFOR DETAILS OPFOR players can begin the match by spawning at any of these: OPFOR Base (1 of them) Main base. Vehicles REspawn here. Ammo crates all over the place. Very well fortified. Not cappable. Almost instant spawn, very small delay. Placed the closest to the center of the map, but not exact center. Comes with prebuilt spotlights and minefields.OPFOR FOB (3 of them) Static. Unlimited spawns. Light vehicles spawn here on match start but do not REspawn on FOBs. Short player respawn delay. Come built up with fortifications already, but OPFOR can only build specifics like minefields, spotlights as well as put down more barbed wire and sandbags. OPFOR can also place down ammo crates within build range of FOB but lose this ability if an ammo depot is destroyed by BLUFOR. Cannot be capped/overran by BLUFOR, must be destroyed via satchel charge placed on the facility at the FOB. Difficult to get inside as BLUFOR. OPFOR has a limited, but large, amount of logistics supply at each FOB. Logistics vehicles can drop off more supplies at FOBs and resupply at OPFOR main base.OPFOR Camp (6 of them) Act similar to rally points. Very short respawn delay. Limited amount of spawns available on them. No vehicles, no ammo crates. Can be capped and permanently removed by BLUFOR.OPFOR are shown the location of all minefields on their map and will only set off minefields if they idle inside them for too long, giving them a small window of a chance to avoid them if they accidentally run inside. Static minefields around the OPFOR base have signs placed around them. Minefields put down by OPFOR Officers do not have signs around them. If OPFOR players find a BLUFOR supply crate in the field, they can destroy it. OPFOR's main objective is to reduce BLUFOR's tickets to 0 and stop them from completing their objectives. OPFOR can capture BLUFOR players by using zip tie wrist restraints on an incapacitated BLUFOR player. However, this item is restricted via a special OPFOR Tracker kit and each OPFOR squad is limited to only 1 Tracker kit. An OPFOR squad must have at least 4 people in it before the Tracker kit becomes available. Lots of people want Special Forces in Squad, well -- here's your chance to really pull off some Special Forces shenanigans without all of that silly fancy new-age gear.
Image depicting a squad's cache and workshop, surrounding limited spawn-points (observe how one has zero spawns left), a civilian and his nearby home, a disgruntled civilian and his hideout, a weapons dead-drop. Non-combatants Civilian homes Insurgent officers Caches Workshops Hideouts Insurgent Spawn points Weapon/Ammunition dead-drops Victory conditions Blufor wins if all insurgent team tickets reach zero, or if all insurgent spawn points reach zero spawn tickets. Insurgents win by depleting all Blufor team tickets, or if the match runs out of time.