Advance and secure

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Advance and secure

Postby omega1 » Tue May 02, 2006 10:13 am

I have an idea for either a day long or weekend long op. If you have played Joint Ops, you will understand the concept, and I think Battlefront does the same thing.

Basically, both teams start at their primary spawn point, on opposite ends of the field and make a mad rush for the nearest control sectors, much like in CR. Four markers on the corners of each sector must also be turned to confirm control of the perimeter in addition to the primary marker in the center. Once the control markers are flipped, the area must be held for 10 minutes, and once the area is held for the 10, players may spawn from that location instead of going back to their primary spawn point. If the enemy is able to flip two of the perimeter markers or the central marker, the area is under conflict and no reinforcements may spawn from that area.
Medic rules would apply, but with a twist, the player may elect to walk before his five minutes are up waiting for a medic, but if they do, they may only spawn at the primary spawn point, if a player waits five and a medic doesn't arrive, they may spawn at any sector they control.
Supplies (bandages, maybe bb's, or wired drinks) would be dropped on the hour/half hour for each team at times determined by each team's commander. The supplies would be dropped in the same place each time, so that a supply line is formed. This line can be ambushed by the other team, so it will have to be protected.
Secondary objectives such as airstrike options and downed pilots with intel would make things more interesting, just like CR, and instead of a lunch period in the middle, teams must designate guards while they eat lunch to protect from attack. The game would still be a points driven game, and to make it more interesting, you could have it so that each time someone comes into a spawn point to respawn, they have to tally on a sheet, each tally is a point lost, or you could have it so that teams only have so many troops, and once one side loses all it's "lives", the other automatically wins.

I know I am taking a bit from Cypriot Ridge, but it is because that one was done right, there were no breaks in the action, and sectors changed hands often. I just wanted to make it more worthwhile to take objectives, give a bonus of being able to spawn at them, so that if a team can hold the sector near the enemy's spawn point, they can cut them off until it is taken back. It adds a new dimension. This is just an idea right now, please post feedback.
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Postby Mercator » Tue May 02, 2006 11:36 am

Wicked idea. Like 1 part MilSim engagement, 1 part Capture the Flag/Control and Hold and 2 parts Battlefield 2.

Unusual, but interesting.
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Postby Haloeclipse » Tue May 02, 2006 1:04 pm

sounds fun. I think it would add some incentive to holding vital areas if you could respawn at them instead of just points. Perhaps if one side is obviously getting slaughtered and the enemy has a point right next to them an airstrike or arty occurs forcing the enemy back soem to even it out a bit. It would kinda suck to be hammered all day with no hope of breaking out.
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Postby omega1 » Tue May 02, 2006 2:56 pm

Yeah, like they did at CR, giving a teams an airstrike secondary mission
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Re: Advance and secure

Postby Matt » Tue May 02, 2006 3:18 pm

omega1ostac wrote:I have an idea for either a day long or weekend long op. If you have played Joint Ops, you will understand the concept, and I think Battlefront does the same thing.

Basically, both teams start at their primary spawn point, on opposite ends of the field and make a mad rush for the nearest control sectors, much like in CR. Four markers on the corners of each sector must also be turned to confirm control of the perimeter in addition to the primary marker in the center. Once the control markers are flipped, the area must be held for 10 minutes, and once the area is held for the 10, players may spawn from that location instead of going back to their primary spawn point. If the enemy is able to flip two of the perimeter markers or the central marker, the area is under conflict and no reinforcements may spawn from that area.


Variable spawns are too complicated for 90% of the players. We tried it. People forget, people ask. Your mil-sim experience is ruined by a bunch of people asking where they should spawn.

The 5 minutes wait + long distant walk is by design. We wanted to eliminate situations where players are standing around dead and then suddently decide to spawn in and shoot the enemy in the back. They loiter at the spawn point with a death rag on and wait until the opportunity presents itself to remove it (seen it 100 times).
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Postby omega1 » Tue May 02, 2006 3:29 pm

Ok, as I said, this was an idea, and I appreciate you giving me true feedback with your experience Matt. BTW, whatever happened to the idea of Op: dinner out? I just think (and I know a few others that agree, because we were all talking during lunch at CR) that a game where things start to settle into a pattern and the constant rush of expecting an engagement wears off, so you can more easily catch people off guard. Having supply lines that have to be guarded from ambush, having a long enough game so that a sniper team can effectively recon the enemy before an attack. It obviously wouldn't get all the addrenaline junky noobs that get bored if nothing happens in ten minutes, but I really think there could be a draw for some of the more patient, milsim types
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