So,
I've literally been wracking my brain for something both fun, exciting and plausible to be worked out for an event.
Because while I do enjoy the
TG pw nights, and random misc events we have every now and then, I thought something a little more fulfilling could be put together.
So, I came up with Embassy Defense, a fun way to put Insurgents vs American's in a traditional sense.
Imagine Ramiel, Imagine a T or Double T building (its about 4 stories I believe, excluding bottom floor and roof) . Imagine 2-3 Squads defending said building. Now add 6 American civilians (Pilot kits) they are the embassy's staff. Now picture 5-6 Insurgent squads throwing themselves at it. With appropriate limitations on kits like IEDs/Molotovs (cause lets be honest, otherwise they'd be dead in a minute
Goal? Get the staff to the American base in one piece. How to do so? On foot? UnAcceptable. These are untrained civilians with no stamina or fire experience - they'll die. Your choices? As the Embassy's Senior Military officer you advise the Commander of the nearby military base that you need an extract for your remaining civies (previous ones taken out in convoys/helis and not under fire)
Now, the goal here is get a Humvee Patrol (maybe include a sniper) of Driver/Gunner/spare troop of however many humvees are the max on said map to the building, load the civies/squads, and move out!
You can also use Air assets (but they must be appropriately manned for their max utility - BH = 3 LB = 1)
So, Can you survive?
Goals -
US- Get as many of the troops/Civies back to main.
Insurgents - Kill the civies!
Secondary - kill all enemies.
Limitations (some special kit limitations - worthy of discussing!) -
US Marines can not spawn at Embassy, but are allowed to spawn at main base. But becareful, every loss counts!!
Medic limitations (one medic per US squad).
Insurgents have no respawn limitation.
Pilots/Civies can not pick up weapon kits.
More are arguable.
We could go for a 32 vs 32 with 18 marines defending, 6 civies, 8 Convoy members (to start), simulate Marine deaths with increased readiness of the fort's troops - and each becomes an asset to the convoy.
We could also do something more like 12/6/8 and give more insurgent troops. Or even get rid of all but 4 convoy guys and go with even more insurgents.
They key thing here is the goal to extract the civies, (ONCE extracted they become marines) and pick up the marines.
Ultimately the score here is counted not by caches or anything, but pure deaths. The more tickets you have when the map ends, the better your victory. If the civies all die, you lose. The civies could be counted as worth exactly 1/6th of the total tickets.
SO heres a situation, Team 1 successfully evacuates but loses 21 marines (both defense/convoy), and 2 civies. Team 2 evacuates but loses 40 marines and 1 civy.
Theoritically Team 2 would have a greater victory. (The map would be round based, each team gets a go). (I think tickets on ram are 250 total?) So, team 1 has lost 102 or so tickets, while team 2 really lost 81.
Notice - I realize this allows for the 'potential' lost into - points. but Beyond 0 doesn't matter. If both sides lose all civies, its a tie. I guess we could get some rules or something on that.
Either way this is very rough draft, but I've got a feeling that with everyone's assistance here we could definitely make this a great event, and if it's as good as I think... who knows we could pester the devs into making it a game mode!
I'd also go so far as to make TS mandatory for this event to set up actual "Military Structure" for the US team.
3 Squads/SL's at the Embassy, with a rank structure, so when a SL goes down he basically switches Squad's to a new one (to eliminate cross chatter primarily between guys in a convoy and guys alive at embassy).
And set up 3 Commanders. Overall CO, Embassy CO, and Convoy CO. With appropriate TS Channels (Ideally the Embassy CO would be coordinating the three squads to properly displace). I think it's a bit much to expect a single CO to coordinate EVERYTHING. Though maybe he could function as Convoy CO as well, basically be a conduit of info, if we even needed one persay (an overall co).
Theres so much fun we could have.
We can make things simple one time, and more complex another, theres no limit to how real or tactical we could make it.