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Old 08-16-2008, 01:10 PM   #131
HolmstN
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Default Re: [Gameplay] Game modes

Quote:
Command and Control (CnC)

This is a game mode still on the early stages and it's focused on the hardcore players that want complete strategy freedom and command structure. Consists of the main base, a set of vehicles and that's it. The players decide which path to take and must deploy all four Forward Outposts before being allowed to capture the enemy main base.

At later stages we have plans of adding random main bases and some type of economy that will allow the commander complete control over his forces and what equipment they will use. For now it will be defined by the mapper and will be more focused on strategy, recon and tactical movement.
(Sorry about the double post, but it's not really related to what I originally posted... entirely... so I figured a new post would be beneficial).

An idea popped into my head regarsding this CnC gametype. What if each Forward Command post had a 'tier level.' This tier level would determine size/ defenses/ etc of the post. In addition, it would determine the order in which a point would be captured (so similar to AAS).

There could be three tier levels. First tier is the main base (which wouldn't be placeable, at least not until the game mode is completely ironed out). This is the last point to be captured, but has the heaviest defenses. It also houses the vehicles and such.

Next, you could have the second tier, a Forward Command post. You can place up to two of these. They require more tickets to place than the third tier, but are easier to defend. They are the second slot to be captured, after the third tier.

Finally, of course, is the final tier, Forward Outposts. These lightly defended positions follow suit with the forward outposts in current PR.
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Old 08-16-2008, 03:09 PM   #132
[R-DEV]OkitaMakoto
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Default Re: [Gameplay] Game modes

Quote:
Originally Posted by HolmstN View Post
(Sorry about the double post, but it's not really related to what I originally posted... entirely... so I figured a new post would be beneficial).

An idea popped into my head regarsding this CnC gametype. What if each Forward Command post had a 'tier level.' This tier level would determine size/ defenses/ etc of the post. In addition, it would determine the order in which a point would be captured (so similar to AAS).

There could be three tier levels. First tier is the main base (which wouldn't be placeable, at least not until the game mode is completely ironed out). This is the last point to be captured, but has the heaviest defenses. It also houses the vehicles and such.

Next, you could have the second tier, a Forward Command post. You can place up to two of these. They require more tickets to place than the third tier, but are easier to defend. They are the second slot to be captured, after the third tier.

Finally, of course, is the final tier, Forward Outposts. These lightly defended positions follow suit with the forward outposts in current PR.
Heh, now that's REALLY like an RTS. I think that's definitely something PR should aim for. That sounds really cool if it was ironed out. Maybe for 1.0


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Old 08-16-2008, 03:24 PM   #133
Michael_Denmark
Default Re: [Gameplay] Game modes

Command and Control (CnC) will revolutionize this game.

looking forward.

We who play these kinds of games are the first generation of war robot pilots.
Today we pilot a camera in 3D heaven.

Tomorrow...



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Old 08-16-2008, 10:45 PM   #134
M.Warren

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Default Re: [Gameplay] Game modes

Good stuff guys.

I especially approve of the AAS V3 idea with random flag capture points. It's alot better to see games won by skill and tact rather than by repetition.

Then again, what can I say? All of the game modes and the new approach on Insurgency is certainly a welcome change. Well done, well done indeed.

Take the Blue Pill or take the Red Pill?


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Old 08-17-2008, 11:46 AM   #135
TJ-XRL

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Default Re: [Gameplay] Game modes

ithink it look fun but do u get shovels now on insegents or dont u have too bild iy
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Old 08-17-2008, 01:39 PM   #136
TF6049

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Default Re: [Gameplay] Game modes

Summons Kane to own you all at CnC

"Make sure that: Suppression effect works when bullets hit penetrable metal feces too"

A funny typo by Sgt. Smeg
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Old 08-17-2008, 03:34 PM   #137
[R-DEV]motherdear
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Default Re: [Gameplay] Game modes

doesn't that blackhawk on page one have a new skin ???
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Old 08-18-2008, 01:52 AM   #138
Maxfragg

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Default Re: [Gameplay] Game modes

wasn't that skin already shown some time ago?
btw, yes CnC sounds cool, but keep in mind that it will never work on public servers, its a gamemode vor campains only!


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Old 08-18-2008, 03:39 AM   #139
[R-CON]X1 Spriggan
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Default Re: [Gameplay] Game modes

This just in :C&C is too awesome: Over and out.
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Old 08-18-2008, 04:54 AM   #140
[R-DEV]Outlawz7
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Default Re: [Gameplay] Game modes

I just noticed, that Spriggan's avatar and the Insurgent hideout match. All this time he was giving it away :O


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