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(thanks to freezerGeezer for the background pic) "A hardcore tactical and strategical gamemode where teamwork and leadership is key" Overview This gamemode is a territorial and resource driven gamemode, with and unique faction setup. There is 2 main factions: - Bluefor, made up of government or peacekeeping forces - Insurgent cells, made up from rivaling villages, ideologies, fractions etc. The map is devided into Sections and controlzones, with the Blueforces being placed centre, with all the Insurgent cells surrounding them. Mission Destroy other factions, total territorial dominance. If time limit is reached, the faction with largest area of control wins. Factions - Bluefor: Better weapons, higher level of income, better assets, strongly protected spawn at prebuilt FOB/base - Insurgency: Similar to current insurgents, but more mobile with fast technicals and transport. Resources: - Resources are devided evenly between all the controlzones, with each insurgent team having the same ammount of income at round start. - The income points are used by the commander (bluefor) / cell leader (insurgents) to buy equipment for his soldiers, mainly vehicles, but also static emplacements like SPGs, MG nests, and bunkers. - Income is granted each 5 minuttes, and is based on how many zones your cell holds Tickets The ticketsystem will be familiar to that of insurgency, where the Bluefor team will have an finite ammount of tickets, while the insurgent cells will have an infinite ammount of tickets. The bluefor team must conserve their tickets, but will also be able to gain x ammount of tickets by taking out Cells completely. (read cell destruction). This way, there is a strong incentive for the bluefor to also go on the offensive. Income The factions will have 2 ways of getting more income, either by capturing enemy resource zones, or alternativly, kill or destroy enemy soldiers and assets. That way it will be more balanced towards the actuall performance of the soldiers. As an Cell that is being attacked by an bigger force, can aquire more income by setting up good defences and defeating enemies, even if they are down to very few resource zones, enableing them to quickly counterattack if they are not completely overrun and destroyed. Balance: The round starts with all players joining their respective faction/cell, The Insurgent cells are capped at 13 players in the start, with each cell containing 1 Cell leader and 12 cell members (example: two 6-men squads). Bluefor have 22 players to start with, but at at a disadvantage that they are surrounded and have no option to create alliances. Alliances: The insurgent forces have the option for cell leader to form alliances, this will cause the soldiers to see all alliance members nametags, but will also cause heavy spawn penalties if you TK other alliance members (to prevent griefing of other cells). You will have bigger penalties for TKing alliance cell members than your own cell members. Alliances can be created and broken by cell leaders, but can only be broken if said cell have all members out of the zones of the cell you are breaking the alliance with. Destruction of a cell - After a cell have lost all its zones of control, the cell is defeated, this will disband the unit and all members of the cell are free to join one of the other excisting cells, dispersed evenly to the remaining units, including bluefor. - Insurgents joining bluefor will be labeled as Collaborateur, and they will recieve weapons that is a mix between excisting insurgent weapons, and low-tech bluefor weapons. The Map: (Bluefor is missing their HQ zone, but its meant to be there) - Each Insurgent region is devided into 7 Controlzones: - 5 Resource zones These zones provide the cell with reinforcements points and can be captured like a normal AAS flag, providing the income of that zone to the cell, but only if its connected with a supplyline to the HQ zone (only friendly zones between cell HQ and the Resource zone. - 1 HQ zone This zone is where the cell leader have his reinforcements radio, he have to be next to the radio to be able to buy equipment and vehicles for his Cell. This Cell does not provide resources, but enables whoever cell that controls it to call in reinforcements, if they also control the adjacent reinforcement zone. - 1 Reinforcement zone This zone provides the only permanent spawnpoint for your Cell. It also provide a spawnpoint from where the vehicles that the cell leader buys spawns. This zone does not provide any resources. Gameplay Here we can see 2 Cells, Cell 1 and 6, marked in pink and green. Capture order - Zones can only be captured if your cell have a completely captured zone adjacent to it. To be able to capture HQ zones you will also have to destroy the radio that is in that zone, and to recapture it you will have to be in control of the zone and then place a new radio. Lets imagine Cell 1 (pink) is attacking Cell 6 (green), then they have to first capture the only zone they have adjacent, which is a resource zone that provides 5 income (solid pink arrow). This opens 3 new options of attack, where they can either go for one of the 2 next resource zones, or go straight for Cell 6s HQ, cutting of their possibility for heavy assets reinforcements. Weapon Caches Caches will be able to be placed by the squadleader of insurgent cells. but only if certain requirements are followed: - Only 1 cache per controlzone - Squadleader needs 2 team members nearby to place - Only the cell with control of the zone can place cache there - You cannot place cache if enemy cache is already present in said zone Caches will serve as both a permanent spawnpoint (as long as its not destroyed by enemies) and a rearm point from your forces. Caches will have to be refilled by ammounition transport (trucks or ammo-techies) that can be bought by the Cell leader from the reinforcements radio. Caches will be the only place for rearming for infantry, except from riflemen with ammo-bags. Caches will serve as one of 3 spawnpoints for the cell, The main spawn will be the reinforcements zone located in the rear of their region, The caches will serve as frontline spawnpoints, while rallypoints will serve as squad specific regrouping points, as these can be placed in enemy territory. The equivalent to Weapon caches for the Bluefor team will be patrol bases, which will serve as their forward outpost. Deployable assets Deployable assets will work independently compared to other gamemodes like AAS or INS. In Uprising the only thing you need to place Deployables™ is a squadleader with officer kit, within a controlzone that your forces control, and it has to be within x meters of a large supplycrate. These supplycrates can be transported to location by trucks bought by the Cell leader/commander of your forces, and reloaded at the repair/rearm station located in your teams Reinforcements zone. The types of assets that is avaliable for your cell/team will be dictated by your Cell leader/Commander as he have the power to buy upgrades/unlocks with his reinforcements points, to get access to upgraded weapons platforms, better protection assets and higher caliber deployables. This will enable the Cell leader/Commander to dictate what focus his cell/team should have, By either focusing on unlocking Offensive weaponry for his soldiers, or defensive structures to fortify his claimed territory. Please provide constructive feedback and build on the idea! ( i probably have missed something, but this is just the first layout of the gamemode)