Jump to content

Recommended Posts

COunter INsurgency / Hunt Gamemode


 


 


Overview


 


This gamemode has a similar premise as standard Insurgency


The aim is similar to that of Insurgency, that would be to clear an area of all insurgents.


Hatched grid squares that are red (Green for Insurgents) at the start of the round in which insurgents can spawn in any of them.


Insurgents have to try to hold off capture of a grid as they cannot recapture it.


The insurgents can walk around like regular civilians making them more difficult to detect (Hence the ratio balance, forcing them to make hard decisions and work together more).


There is a time limit for the round, ending stalemates that could occur and adding to the pressure as the task is time sensitive. 


 


Mission


 


The Aim of this gamemode is for the insurgents to blend in as much as possible as they are outnumbered 3 to 1, they are to also try to keep grid squares from being captured from them (giving the enemy team more tickets to respawn with). The conventional forces have to try to push out (kill) all insurgents in a grid square without inflicting any civilian casualties (they lose 10 tickets for each civilian death).


The gamemode starts with the conventional forces in a Base in the corner of the map (with a grid buffer zone so they cant be killed as soon as they spawn), the insurgents on the other hand have no such "base" they are forced to spawn around the map in the hatched grid squares (easy at the start of the round, not as easy towards the end). If the insurgents can repel attacks long enough and the timer runs out then the insurgents have won the round else the conventional forces would have to capture all grid squares to stop the insurgents and win the round.


 


The insurgents have unlimited tickets (they have a limited amount of grids, they have to have at least one to spawn at) whereas the conventional troops are limited to 500 tickets per round in which goes down for each death. The conventional troops get an advantage with the tickets though, if they capture a grid they get 50 tickets added to what they have left


 


 


Factions


 


BLUFOR: Conventional Troops - American/British etc


OPFOR/REDFOR: Insurgents dressed in native clothing


 


 


Balance


 


3:1 Ratio to the Conventional Troops to even the playing field for fighting


Civilian AI populace giving concealment to the Insurgents.


 


Requirements


 


Requirements for this to work are as follows:


Civilian AI implemented


Holstering of weapons (Insurgents)


Civilian dress ie no vests, masks etc. (Insurgents)


lowering of weapons (Not required but is aesthetically pleasing) 


 


Feel free to give feedback or any suggestions that could improve this idea.


(I have probably missed something out of this so multiple people giving feedback are more than likely to find the flaws)


Share this post


Link to post
Share on other sites

What do you guys think would be a better name for it as I can decide between COIN and Hunt?

Share this post


Link to post
Share on other sites

This sounds a lot like Arma 2/3 mods/scripts that put a colored grid layer over an area of the map in which enemy AI are spawned in.

That mode works because the enemy AI dont tend to leave those areas.

Human players are an entirely different dynamic.

Share this post


Link to post
Share on other sites

This sounds a lot like Arma 2/3 mods/scripts that put a colored grid layer over an area of the map in which enemy AI are spawned in.

That mode works because the enemy AI dont tend to leave those areas.

Human players are an entirely different dynamic.

 

I see where you are coming from and I agree with the AI point but the idea is that friendlies need to move in and capture a grid (such as a flag in AAS) for the spawning ability of the enemy players to cease in that grid square.

If the enemy players are smart they will disguise themselves as AI Civs and walk about unarmed until they ambush the BLUFOR players and defending the square. (The idea is that when disguised the blufor units can't tell if the civ is actually a civ or an insurgent until its too late)

This would work best on the smaller maps as there is slightly less ground to cover in turn there is a faster game and more sustainable reinforcements as they don't have to run miles (from another grid or a fob).

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×