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Special Gameplay Types

 
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sgtjake



Joined: 29 Aug 2009
Posts: 562
Location: Calgary

PostPosted: Sun Jul 25, 2010 6:10 am    Post subject: Special Gameplay Types Reply with quote

The Conquest-Denial game mode described by Marshall, Even though it is not in bold thrust yet, sounds really cool, so on my way back from the Lethbridge
Airshow I thought I would come up with afew Ideas. I came up with one Confused

It would be like CQ Denial, but instead of attack it would be defense.

The attacking team has a permanent base with an anti basecamp zone around it, Killing any 'Defenders' who want to change their role.

The Defending team would have spawn points that are lost after the first 30 seconds of the game, along with their vehicle spawns. They can not be recaptured.However, Stationary weapons would respawn.

The point of this would be so a defender main base, across a canyon, big lake, or mountainous region, would be the only way to resupply the control points. The control points would be in lines, a bit like the bunkers in vanilla Operation BattleAxe, or Tobruk. The last control point would be quite large and have an airfield for large transport planes like the DCX C130 or equivalent. They would be the only way to supply armour.

Supplies and Vehicles at the forward control points would consist of Light tanks/IFVs, Humvees/Jeeps, Ammo/Troop Trucks, Mediclockers and Ammoboxes.

Vehicles at the Main resupply base would consist of Heavy Tanks, IFVs, Humvees/Jeeps, and ammo Trucks, which would all need to be landed at the airfield and driven to the front line in order for them to get into the fight.

There would also be Paratroop planes that act as mobile spawn points, so the bots are not completely useless, along with 6-seater helicopters such as Hips, Ospreys, and Pave Lows for the human pilots.

The lines would be set up like a push map, but you must capture all three in the first line to unlock the two in the second line, which you must capture to be able to capture the last enemy outpost, the forward airfield.

When the airfield is in control of the Attacking team, the defending team will start to bleed tickets and not be able to respawn at their home base.
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Marshall Nord
GF Dev Leader


Joined: 20 Mar 2007
Posts: 2647
Location: Midwestland, Federation of North America

PostPosted: Thu Jul 29, 2010 1:55 am    Post subject: Reply with quote

I love new map designs/gameplay modes, so let’s give this design some form. I’ve made a simple layout of the map based on my interpretation.



“AM” – this is the attacking Faction’s Main with anti-basecamp zone

“DM” – this is the defending Faction’s Main with a terrain barrier to impede ground traffic. This CP has the spawners for the C-130 or equivalent to supply D6 with vehicles.

“D1, D2 & D3” – Front Line Control Points; must cap all three in order to move to successor CP’s

“D4 & D5” – Second Line Control Points; must cap in order to move to CP “D6”

“D6” – Final Control Point; capping this destroys soldier spawn points in “DM” forcing end game ticket bleed. This has a runway for the resupply aircraft.

A few points:

We cannot control the respawn timing for Soldiers the same as Objects. We are able to make all the D1, D2, D3, D4, D5 & D6 Objects (except stationary weapons) spawn at the beginning of the game and not be able to respawn (set time to 9999). Soldier spawns are controlled by the Control Point. Capping the CP will eliminate the Soldier spawns.

One way we could make the soldier spawns work for 30 or so seconds is to tie all the forward CP soldier spawns to a Defender PCO. An Objectspawner timed to spawn an Attacer PCO after a period of time, could spawn near the Defender’s Soldier spawn PCO and destroy it; preventing further Forward Defense soldier spawns. Both these PCO’s could be invisible and located anywhere on the map. Bold Thrust uses a comparable invisible PCO’s to spawn Red or Blue bots at the Mosque CP in different locations than the player spawn points.
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sgtjake



Joined: 29 Aug 2009
Posts: 562
Location: Calgary

PostPosted: Wed Aug 04, 2010 10:14 pm    Post subject: Reply with quote

Exactly!

the thing u said at the bottom sort of makes sense but i think there should be one for each CP
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