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PR:BF2 Suggestions Suggestions from our community members for PR:BF2. Read the stickies before posting. |
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#1 |
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Hello Dear Community!
Rebellion Suppress: Insurgents: the insurgents will get multiple spawnpoints all over the map but they will disappear after a few minutes. so their objective is to build as many hideouts as possible (maybe they can spawn kits on the hideouts then?) so they assure that their teammembers are able to spawn in again.. the ticket amount will be unlimited like on insurgency mode. Blufor: Blufors objective is to sweep areas for hideouts and destroy them. they have limited tickets and will be working against time! the rebellion can only be suppressed when all the hideouts are destroyed and the last insurgent is dead! this could be made with all the factions in PR and on all the maps that have insurgency mode no new maps needed no new weapons just a bit of coding work. in my opinion a alternative layer with that game mode would increase the variety of the game and also it would be very nice to see MEC fighting insurgents maybe :P what do you think? |
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#2 |
PR:BF2 Developer
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Its an interesting an orignal idea, I'll give you that
![]() Coding the insurgent end python wise might be a bit tricky, but should be possible. Think it would however need a better, more catchy name however. Possibly just "Rebellion" but ye, the genera idea could work, will see what others think before I make my mind up totally on this ![]() |
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#3 |
Retired PR Developer
Join Date: Jun 2010
Posts: 936
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Location: Rzeszow
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I don't think that ending game when last insurgent die is a good idea, because searching every single building and bush in 2km would be pretty much impossible, if that guy want to survive as long as possible, and will relocate from time to time. I think it will be better to give them ticket bleed, or something similar to it via python, when they have no hideouts, and maybe small bleed when they have only one. Maybe also implement intel system, in which you gain points, when you arrest insurgence, and after getting enough points, one of hideouts is marked at map.
In overall, very good suggestion. |
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#4 |
Join Date: Oct 2012
Posts: 389
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Location: Montreal, Quebec, Canada
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I approve this mode ! It will be very fun, if well balanced.
Since it's a rebellion, I have this idea: The BLUFOR spawns in control of the city, along as having a main off-city. The Insurgents spawns completely randomly in the city and have to destroy FOBs (not player-based FOBs, scripted FOBs, much like weapon caches) and for every FOB they destroy, they get acces to better weaponry and vehicles (maybe those nice new shiny BMPs ![]() Once they get rid of all the FOBs, they'll have to capture the BLUFOR main base. It would make more sense that way because it's a Rebellion ![]() Basically, my idea is the contrary of what the OP was thinking, but his idea was pretty much like Insurgency IMO ^^ Tell me what you think of this ![]() EDIT: Also, Insurgents will finally have interesting and dynamic gameplay, since they'll be the main thing in this gamemode ![]() |
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#5 |
Retired PR Developer
![]() Join Date: Sep 2007
Posts: 4,280
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Location: Denver, Colorado
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An idea similar to this was suggested before and the biggest issue was not being able to re-spawn. Waiting for the whole team to die could be a long wait. You'll need to drastically re-think that part of your idea if this might work.
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#6 |
Retired Moderator
![]() Join Date: Sep 2007
Posts: 8,390
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Location: Frankfurt (Main)
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But if you end the round when all hideouts are destroyed, it'd be like a mix of insurgency and CnC. Could even work, I'd sure give it a try if someone did the coding...^^
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![]() --- currently reduced activity --- Thanks to [R-MOD]IINoddyII for the signature! _____________________________ Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends. |
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#7 | ||
PR:BF2 Developer
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![]() Quote:
Quote:
But think think what Mosz suggested would not only be easier to code, ie, having a ticket bleed or ending the game once the insurgents/rebels lost all their hideouts, but would also solve this problem. | ||
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#8 |
Join Date: Jun 2012
Posts: 690
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I like the sounds of this one, My recommendations for this gamemode would be:
-Insurgents lose tickets rapidly after losing all there HIDEOUTs so remaining insurgents must race against time and pursuing Blufor teams to either rebuild or build a new HIDEOUT. (in other words you have 2 minutes to save the game.) -Insurgents can only have a maximum of 5 HIDEOUTs at a time. -HIDEOUTs spawn weapons OR alternately weapons can be requested from the HIDEOUT. -Blufor lose when they run out of tickets. The Insurgents must be aggressive and ambush the Blufor (Not just a case of guys sitting around like insurgency). In other words the Hideouts act as areas for the insurgents to operate from not just defend. A ticket bleed will just result in Insurgents just hanging around there hideouts while the Blufor slowly lose. -Insurgents do not have bomb trucks and technicals as its meant to be a "rebellion" not a full on insurgency. Each Hideout will spawn 1-RPGs 1-PKM 1-SVD 1-Artillary IED. Thats just my take on it good idea anyway. |
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#10 |
Forum Moderator
![]() ![]() Join Date: Jul 2012
Posts: 2,967
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Very good.
Problems I see: - Ins placing hideouts in very unfair places. - Unlimited tickets for INS are an incentive to throw one's life away. - How will the Hideouts be placed? No requirements? Suggestion: Every Insurgent spawns without kit (civi). Only Squadleaders have a kit to place hideouts. Hideouts then spawn (limited amount of?) weapons the Civilians can pick up/request. This would simulate the "uprising"-character of the gamemode, where people start fighting against their oppressors, have to organize weaponry and such. Meaning that in the beginning blufor can go and search for the "agitating persons" before they manage to build hideouts, which would give the start of the game a nice hide&seek character ![]() |
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Tags |
game, mode, rebellion, suppress |
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