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Old 10-05-2009, 12:02 PM   #1
PR Beta Testing Team Member
Default Insurgency v2 (or Insurgency skirmish)

This is not intended to replace the current insurgency mode (which I love) but be an additional mode for insurgency that would be vaguely comparable to skirmish. This game mode is intended to provide quicker close combat infantry action while maintaining the asymmetrical game play of Insurgency by providing the BluFor a reason to push the objectives and narrowing the area of battle for both sides. This is not intended to turn the game into a kill fest like skirmish mode is (which works for two standard armies), I do want to retain the other objectives.

Maps: Current maps could be used although the fighting area should be reduced to the cities through field of battle zones. If no permanent BluFor base exists within the city BluFor should get a small enclosed courtyard or walled area as a base.

Objectives: The BluFor team must destroy 5 caches before the time or tickets run out. Time limit should be around 90 minutes. Insurgents would obviously attempt to bleed BluFor tickets and defend caches. Similar to the current setup two caches would be active at a single time.

Differences with current Insurgency mode:
Two caches active and one cache would always be marked, no intel would be gathered by the Blufor team. The marked cache will be the longest surviving cache. The BluFor may find and destroy the secondary cache or continue pushing for the marked one.

Only one or two light offensive vehicles would be available per side (say one bomb car and a techi for insurgents, two .50 cal humvees for US). A single logistics truck and a few station wagons is all that would be needed for support vehicles since the area won’t be too large. The BluFor should not have a supply depot to rearm vehicles unless the insurgents are given one also.

The BluFor should start with around 50 tickets, and gain 25 tickets per cache destroyed so that they will lose if they cannot push a cache. Obviously this could be adjusted during testing but the idea is that the BluFor must make progress or they lost quicker like my delayed bleed idea for assault maps.

No artillery should be used, this is supposed to be city fighting. The commander position would pretty much be restricted to coordination, and most likely ignorable with small populations.

Optionally I would like kit restrictions, no HATs/AA kits for BluFor since the goal is infantry fighting. LATs and RPGs are fine.

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Old 10-05-2009, 12:07 PM   #2

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Default Re: Insurgency v2 (or Insurgency skirmish)

I think taking out the HAT and AA kits would need a whole new faction, but otherwise this seems very good. Its basically a city insurgency on a 1x1 map then? Sounds fun.


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Old 10-05-2009, 02:39 PM   #3
Default Re: Insurgency v2 (or Insurgency skirmish)

Sounds like an interesting 'mini-insurgency'.

Would definitely add a new mix to things. Would be nice as a seeder map mode, too.
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Old 10-05-2009, 03:00 PM   #4

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Default Re: Insurgency v2 (or Insurgency skirmish)

I think that it would be very fun, a lot of infantry fights. It's a lot different then the "hit and run" attacks at archer.
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Old 12-31-2009, 04:51 PM   #5

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Default Re: Insurgency v2 (or Insurgency skirmish)

This sounds really interesting, I like the idea of a Skirmish-Insurgency, hopefully some DEV's might run by this and pick it up for testing.

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Old 01-01-2010, 02:18 PM   #6

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Default Re: Insurgency v2 (or Insurgency skirmish)

Cool that seems like a pretty good idea. I think the time should be 60 minutes because I hate having to quit half way through a match.
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Old 01-01-2010, 02:44 PM   #7

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Default Re: Insurgency v2 (or Insurgency skirmish)

Maybe on maps like Ramiel, the bluefor could have one of the mosques as their main? Or maybe the VCP.
The other INS maps are easier:
VCP on Basrah
VCP on Archer (assuming the area is restricted to the NW quadrant of the map)
The old US main on Karbala
dunno about Korengal


good idea, could really help with seeding

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Old 01-01-2010, 02:55 PM   #8

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Default Re: Insurgency v2 (or Insurgency skirmish)

Interesting idea, although having a bomb car on a place thats supposed to be "Infantry" sees a bit overkill to me. The hummers really wont stand a chance in such an urban area full of RPG's, a techie, AND a bomb car. Something tells me BLUFOR will see far to many defeats...

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