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18 Feb 2018, 00:00:00 (PRT)
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Old 01-31-2018, 02:15 PM   #1
doop-de-doo
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Default CNC revisited.

Hi there. Considering that CnC has been a bit of a lost child for a while, I'd like to commit a few suggestions.



The above image shows the main components of the design.

Red circle = landing pad
Red Star = repair station
Red triangle = FOB
Blue ring = mortar range.


Let's get started.

================================================== ======

Both teams start off with a set number of tickets.

The teams only have a FOB to spawn at, nothing else. No main base, repair station, helipads nor vehicles.

The FOBs spawn at random locations by script. The main deciding factor is that it must be out of mortar range of the enemy. ((Distance to FOB) + (200m FOB asset construction range) + (mortar range).

The friendly FOB is marked as the defend objective on the map
The enemy FOB is marked as the assault objective.

If a team's FOB is destroyed, the team loses.
If a team exhausts all tickets, the team loses.

FOBs may not be built. The original FOB is the only FOB.

FOBs can be destroyed by C4 or heavy-asset rounds.

================================================== ======

TICKETS

Everytime an asset or infantry spawns, a value of tickets is taken from the team's tickets.

If a tank costs 30 tickets, it removes 30 tickets from the team on spawn.

Teams can regain tickets by destroying enemy. 1/3 of the asset's original ticket value is given to the team who destroyed the asset. If a tank costs 30 tickets, 10 tickets are gained by the team who killed it.

If infantry is killed, 1/3 value of the infantry in tickets is returned to the killing team.

================================================== ======

DEPLOYABLES

Deployables must be placed within the 200m meter limit from the FOB.
FOB assets are standard but come in higher quantity.
03 tows
02 AA
06 HMG
20 razor wire
10 sandbags/foxholes
02 mortar pits.

A commander can insta-deploy assets and no digging is required.
An SL can deploy assets, but they must be dug.

**SPECIAL DEPLOYABLES**

The repair station.
The helipad. (the repair bay from BF2)

Only a commander can deploy these items.
They do not need to be deployed in the same location.
They can be destroyed by C4 or heavy-asset rounds.
The commander is able to redeploy a destroyed special deployable.
Both are spawnable.

---

*THE REPAIR STATION* must be built within 150m of the edge of the map.

Whereas the repair station location may not be closer to the enemy FOB than the friendly FOB, distance from the friendly FOB is not limited. This means that it can be deployed as long as the distance to the friendly FOB is shorter than the distance to the enemy FOB.

Vehicles can be spawned at repair stations, each type with its own particular ticket cost.

An SL can spawn light vehicles at the repair station. (jeeps, trucks)

A commander can spawn medium assets (anti-infantry APCs [BTR level], AA Vehicles).

** If the repair station is built in an airport, heavier assets become available to the commander. (ATGM APCs, tanks)
These spawn at their appropriate locations at airports.

---

*THE HELIPAD* shares the same location restrictions as the repair station.

Each air asset type has its own particular ticket cost.

An SL can request infantry air-transport vehicles. (Non-armed, little-bird class)

Commanders can request hydra/mg CAS helis and larger trans helis.

** If the helipad is built in an airport, other air assets become available for the commander to spawn (jets, heavy assault helis).
The airport functionalities become available to the team.
Jets spawn in hangars, helis spawn on the helipad. Rearming occurs as normal airports work.


B4TM4N
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Last edited by doop-de-doo; 01-31-2018 at 08:25 PM..
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Old 02-06-2018, 09:47 AM   #2
doop-de-doo
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Default Re: CNC revisited.

The reason for giving the team the ability to deploy a repair station (RS) or landing pad (LP) manually is so that there is no DoD: The entire map is available as maneuvering space.



The deployable RS/LP cons:

The team would need to wait for the commander to deploy the two assets before the team gets access to them. For that matter, the commander might need a private vehicle that respawns at the fob if destroyed. (closed jeep/brdm)

Technically, while only one heli pad is necessary to re-arm/repair and other helis can land anywhere, perhaps just the landing pad deployable grants ammo and repairs to any air assets within an "n" meter range.

There is no DoD, meaning they can be bombed, overrun and destroyed. For this reason, they might need a set of deployable tow/aa per RS/LP.


The deployable RS/LP pros:

If built in an airport, all assets are available, but the team can choose not to.

The team can outfit themselves with vehicles that are suitable to their mission and plans. Multiple APC squads, or a squad of recon helis, even squads of CAS helis or jets, with the understanding that these assets are expensive and they must be willing to take the risk of burning through the tickets when spawning those assets.

Teams can deploy RS/LP at close vicinity to the enemy outpost, allowing them to assault at greater pace.



A possible option for the commander's private vehicle is that he is able to access the UAV in it, and that he can use it for transport. It can be destroyed and it would respawn at the FOB. Perhaps a ticket penalty would be applicable if the enemy destroys the commander vehicle.


B4TM4N
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Old 02-12-2018, 07:59 PM   #3
Temur
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Default Re: CNC revisited.

Preface: I have 0 technical ability whatsoever, I just like these kinds of discussions.

I like the idea of the two FOBs spawning at random locations, although I imagine this could easily result in serious imbalance. It would be quite frustrating if your team's FOB is in the bottom of a valley and the enemy FOB is in a fortified compound.

Rather than it be completely random, you could pre-determine 'possible' locations, the same way cache locations are determined. Say each team has 10 possible FOB locations per map. That way you can regulate the balance more effectively.
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Old 02-13-2018, 08:23 AM   #4
HeneraLuna

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Default Re: CNC revisited.

Quote:
Originally Posted by Temur View Post
Preface: I have 0 technical ability whatsoever, I just like these kinds of discussions.

I like the idea of the two FOBs spawning at random locations, although I imagine this could easily result in serious imbalance. It would be quite frustrating if your team's FOB is in the bottom of a valley and the enemy FOB is in a fortified compound.

Rather than it be completely random, you could pre-determine 'possible' locations, the same way cache locations are determined. Say each team has 10 possible FOB locations per map. That way you can regulate the balance more effectively.
4KM maps are good for this kind of game mode as your team is out to search for the 10 possible FOB locations and a wide battlefield to fight on

http://www.realitymod.com/forum/uploads/signatures/sigpic96944_4.gif
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Old 02-13-2018, 02:14 PM   #5
doop-de-doo
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Default Re: CNC revisited.

You wouldn't need to search. The intel is provided at game start and the enemy fobs are marked as objectives.

Pre-made FOB locations would probably be the best, but risk becoming monotonous if there are not enough possibilities.


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