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  • Brainstroming for an Event REVISED

    ***BECAUSE OF THE CTD PROBLEMS AND THE POSTPONED RT vs. TG THE FOLLOWING IS EVERMORE GOING TO CHANGE AS FAR AS DATES. EVENT OPINIONS WILL BE TAKEN INTO FULL CONSIDERATION, DON'T BE AFRAID TO SHOUT!

    **** PLEASE CONTINUE TO ADD TO THIS TOPIC AND POST YOUR OPINIONS DEADLINE FOR OPINIONS WILL BE BY FRIDAY, EVENT WILL MOST LIKELY AGAIN, BE POSTPONED


    ** Thanks to Tactical Gamer and the community for all the great moments and for a fantastic experience in gaming. Dispo has brought back PW night and so these events will hopefully continue TG's success. **




    Revised...

    This is a pre-release post that details the events and will be revised again based upon opinions.

    ** Some events will be exclusive to the point where sign ups are required. I will be in charge of that along with a "team" and roll call will take place on TS.


    The IWS has ended and .87 has been released. So what's next? The TG Special Events Series. The first trial run if everything goes accordingly will be PW night on 9/13/09.

    When: To be Confirmed (approx 9/13/09 @ 4pm EST)

    Where: Tactical Gamer PR .87 Server on PW night (TS rollcall)

    What: Collection of events that are fun, exciting, teamwork based, and if you want a kick, challeging.


    The events arent confirmed yet because of my lack of skills in making polls (if i can even do that) and time.

    We will be playing 2 events, at least, back to back. An encore of a certain event is also avalible on each event depending on what it is. Each will last between 30 min to maybe over an hour. Both non Supporting members and supporting members are allowed to join and unless the event is field of gameplay specified. Those that are specialized will have a notice ahead of time and a TS roll call time.

    The Operations...
    __________________________________________________ __________________________
    Operation Checkmate

    This is a great game of chess with a twist, you have 2 kings and there's a rendevous point on the board. The board is Kashan Desert and all your game pieces are armor. The goal of the teams is to reach the rendevous point before the other team and that at least one of the 2 APC units must arrive at that point. Each team will try to falter the opposition by either destroying their APC or speeding and hoping to get to their own rendevous point soon.

    The teams will each be composed of a Armor Battalion made up of 7 Tanks* each and have their 2 APCs. Optional are the Logi-truck support as well as a LB scout squad. A commander will be present on each team to guide the battle and move his pieces. Once a unit has died, they may not respawn and take another asset. This is undecided but they will either respawn in as infantry and be in a observer role or may occupy the 50 cal gun seat on the tanks. The map will not be in play in its entirety and most likely will be divided in the NW quadrant and etc...
    *7 tanks is based on a full server. A base of 4 APC crewman is established and LBs and Trucks would take more men. Hence the amount of Armor is a factor dependable on the amount of players in the server.

    This game will be a specialized event and hence players will be required to sign up and be on TS one hour prior to start for roll call. It is also recomended that those who sign up know what they are entering for which included screwing armor or flying a scout chopper etc...

    __________________________________________________ __________________________
    Operation Dustdown

    This operation will have the most fluxations as far as rules and concepts and will be constantly updated. The outline of the game is that it a pilot rescue operation. Undecided factors include a no respawn rule most likely put in place as well as the factor of where blufor and pilot spawns.

    The operation will involve the blufor team to find the pilot held at a location by insurgents and to escort him out. This is open to many posibilites for its an open style play. Both teams can imply strategies such as a rushing or a slow "eliminate all" style. The overall goal is to get the pilot to saftely. The game will mostl likely start off with no pilot but a crash site intel. As bluefor units near range of the crash site, a pilot will be enstated and put in the predetermined captivity. This again is undecided and opinions given by the community will be put in place. Once acquired by the blufor team, the pilot will be a target and he may be taken out. he must utilize the medics to stay alive.
    All vehicles are permitted in this game. Again, most likely there will be no respawns or that only insurgents can respawn making it more "epic".

    __________________________________________________ __________________________
    Operation 2wheel

    This includes a variety of options for the race itself. It is a race however and will be featured on:
    Kashan: dirt bikes as blufor
    Koselsk: dirt bikes as opfor @ chechen training
    Op Archar: Taliban dirt bikes
    Fallujah: insurgent dirtbikes
    basrah: insurgent dirtbikes

    Undecided but the challenge will most liekly include:
    "how many civilians can you transport in a dirtbike in X amount of time."
    "First one to finish wins"
    "A test of skill with a dirtbike in multilevels of terrain."
    "Whoever gets to the finsh line first... ALIVE!"
    __________________________________________________ _________________________
    Operation Beehive

    This will be the bases for our epic assault on some fortess. It will be played at a fortress such as:
    Archar: Eagles nest
    Muttrah: Fortress
    Fallujah: Southern large complex with basement
    Barricuda: tunnels/bunkers
    Mestia: bunkers
    Seven Gates: citadel

    __________________________________________________ _________________________

    |TG|csxgamerz
    Elysium
    csxgamerz


  • #2
    Re: Brainstroming for an Event REVISED

    Just FYI: Any assets that are not currently available on a map (there's a list of available assets in a file the map folder) will require the map to be edited, which is a lot more work than simply changing the number of assets already present. For example: Adding extra tanks to Kashan and removing the choppers is easy, adding a new asset like bikes would be much more difficult and I believe requires recompiling the map itself.

    Are you going to be making the changes for new assets or have you already arranged for that to happen? If so I would love to do bike/station wagon/pickup truck/humvee races, and really wish the Battleracer mod had stayed active to make a version for PR vehicles.
    |TG-6th|Snooggums

    Just because everyone does something does not mean that it is right to do.

    Comment


    • #3
      Re: Brainstroming for an Event REVISED

      FYI: Kashan training has bikes, and some other training maps have additional assets.


      Comment


      • #4
        Re: Brainstroming for an Event REVISED

        In the BF2 Editor, placing new vehicles (of ANY kind, whether they're in the map or not) is literally as easy as drag-and-drop.

        Even if you changed the number of vehicles you'd still have to have people download the modified map anyway.


        But he's not talking about modifying a map at all. There won't be any modification involved here.


        EDIT: Damn, the dirtbike one could be fun if you could still fire weapons from the rear seat of it..

        Comment


        • #5
          Re: Brainstroming for an Event REVISED

          Originally posted by csxgamerz View Post
          Operation Checkmate

          This is a great game of chess with a twist, you have 2 kings and there's a rendevous point on the board. The board is Kashan Desert and all your game pieces are armor. The goal of the teams is to reach the rendevous point before the other team and that at least one of the 2 APC units must arrive at that point. Each team will try to falter the opposition by either destroying their APC or speeding and hoping to get to their own rendevous point soon.
          Will it be turn-based? There could be a version with and without the turn-based aspect of it.

          In the turn-based mode, you could only move 1 (or a specified amount, like 1 tank movement, and could even specify other movements like 2 logistics movements, etc) of your 'pieces', and could only make 1 ( " ) attack per round. This would make the movement of 'pieces' dictated by commander, and the attacks handled by tank gunners. Since tanks can take more than one shot in a lot of cases, having multiple tanks attacking one target may not be beneficial, however it certainly could help if done correctly. This mode would be a bit slower, but if the commanders were timed to make a decision quickly, then it would reduce this issue.
          Pro: Acts a lot more like 'chess', rather than a huge tank battle
          Cons: Slow, and while the commander could enjoy himself, players may become bored.

          Otherwise, tanks could roam freely, only being directed by the commander, and engaging in tank battles just as usual.
          Pro: Lots of fun in comparison
          Con: Not as much strategy employed by commander

          Also, for either mode, perhaps actual pieces could be a part of the field; Instead of just a ton of tanks, instead perhaps categorize vehicles.

          For example, the King; could be something extremely vulnerable, such as perhaps a dirtbike, a transport humvee, whatever. If it is destroyed, game over.
          Rook/Bishop could be a TOW vehicle.
          Queen could be a IFV (Bradley, BMP)
          Etc.

          Obviously, it'd be hard to recreate some of the pieces actually used in chess (like the knight), but giving this kind of variation to the battle would bring back some of the strategy, such as saving some of your more potent assets (Queen/IFV) behind the fight and save it for when it's needed, and pushing up your more 'expendable' assets (Pawns/Tanks) to the front to take the brunt of the punishment.

          Operation 2wheel
          "Whoever gets to the finsh line first... ALIVE!"
          Recommend using the DPVs (the gocart lookin' things, with the MGs) for this, and allocating each vehicle to a 2 (or, if you really want it to be deadly, 3) man group.

          Having a driver and a gunner would enable kind of advantage to every position in the race. A racer in front of course has the advantage of just being ahead of the pack; a racer at the back of the pack, however, will be able to shoot the cars ahead of them.

          I recommend the DPV, and also having the gunner forced to use the F3 slot; the DPV's gunner view is restricted to the front, meaning that the gunner can't just turn 360 and wipe out all the drivers around him. The F3 slot has, I believe, a slightly weaker weapon, meaning that firing at another car will not 'instantly' kill the other, giving a chance to react.

          Further, if you take a hint from 'Death Race', you could make certain points on the map act as 'powerups'. If the racer has not touched one of these, they cannot use their weapons. If they have, they can begin firing. Perhaps one in a few of these powerups would be a 'big' powerup, which would allow the gunner to begin using the F2 position, which would do more damage. This kind of thing would have to be regulated by a gentlemans agreement, and somehow a warning as to how long they can use the weapon until it 'runs out'. This has it's own drawbacks, so it should definitely be considered after the base of the game is established.

          Operation Beehive

          This will be the bases for our epic assault on some fortess. It will be played at a fortress such as:
          Archar: Eagles nest
          Muttrah: Fortress
          Fallujah: Southern large complex with basement
          Barricuda: tunnels/bunkers
          Mestia: bunkers
          Seven Gates: citadel
          Might I suggest also some small villages? For instance, the village on Basrah could be filled with insurgents and a particular building would be pointed out for the US team to reach. Same for Kashan's village(s), etc. Perhaps even Jabal al Burj.

          Comment


          • #6
            Re: Brainstroming for an Event REVISED

            Damn well thinking Celestrial... Damn well

            Ok the turn based would be dificult to carry out for it would mean monitoring both teams in depth. The portion of the map that we will play will be limited so it won't exactly be a free roam. I do want there to be cord from SL, SM, and CO so I don't want it to be one player and units at his disposal. And there might be a time limit involved for an incentive. However I do like the idea of pieces alot so it brings me to think to hold that on a PW training server if we still have that. Tows as Biship is a very good idea.

            Death race with DPV will be applied for I do like how they actually had guns so it would be more of a race. Plus one person wont stop to shoot for it is a race and hence players wil be shooting on the move for the most part balancing the gameplay. Power ups are a good idea but we will have to take some effort to set the rules and etc.

            A villege assault is possible and will be taken into consideration.

            Keep those great ideas coming. Next page update will be in 5 Hours or so.
            csxgamerz

            Comment


            • #7
              Re: Brainstroming for an Event REVISED

              Death race with DPV will be applied for I do like how they actually had guns so it would be more of a race. Plus one person wont stop to shoot for it is a race and hence players wil be shooting on the move for the most part balancing the gameplay. Power ups are a good idea but we will have to take some effort to set the rules and etc.
              Power ups are just to kind of balance the fact that at some times it may be extremely easy to destroy another dpv while driving, if aimed properly. It might not be necessary at all, but I would suggest doing a mock mini-race with 3 dpvs, and try to hit the other drivers as best you can while the drivers attempt to swerve out of the fire.
              __________________________________________________

              As for the compound/village/etc assault, I had the idea layout for this type of thing based on Kashan's bunker complex...
              (1) Stronghold: Kashan (16?)- MEC team has control of the entire bunker complex, may build as they please, they are using the bunkers for some purpose (staging area, dug in, etc) and are not allowed to be outside of the bunkers (with the exclusion of transport choppers bringing in supplies, or any other feasible reasons to not be inside the bunkers). Must withstand US assault for either a set amount of time, until round end, or until the US loses a certain amount of tickets(?). If the US breaches a bunker complex, it is not to be recapped by the MEC and is considered 'compromised' and is no longer of use to the MEC, and must begin fortifying the final bunker. US must assault and take the bunkers, and are allowed to build and stage anywhere they please outside of the bunkers.

              US wins when they capture both bunkers (MEC cannot recap unless bunker is still 'neutral'... once flag is in the possesion of the US, it is no longer useful to the MEC)/MEC wins when the 'survival' condition is met (Time/Tickets taken/Round End)

              Possible: Have a destroyable object placed inside one of the bunkers, once bunkers are capped, object may be destroyed and if done so then the bunkers are not allowed to be recapped. Object is not to be destroyed by the US if the flag is not in their possession, and if object is still existing, MEC can recap the flag.
              A good way to up the ante as the bunkers complex allows a lot of different angles of attack for the US, and since the flags cannot be recaptured things would get really heated if he US captured one bunkers and the entire MEC team fell back to the other bunker. Could result in an absolutely humongous firefight, which is normally extremely unlikely to happen on Kashan, let alone two entire teams fighting head to head.

              Not sure how well it would work, but in theory it sounds like it would be quite the fight.
              __________________________________________________

              For the fans of the old extraction mode, a new twist, I like to call it 'Smuggling', because the objective is to smuggle a vehicle past enemy forces on a pre-defined route to a 'finish line'. In this case, it uses Qinling as a base.
              (2) Checkpoint/Smuggling: Qinling - Objective for Chinese team is to take the boat from the middle lake and escape with it through the river to the north. British team may stage anywhere on the river, and must defend against Chinese attacks. Boat is allowed to be fully manned, but only has one chance to make it through. The remainer of the chinese team is allowed to make full use of their assets/infantry to dispose of British forces blocking the PLA's route down the river. For fairness, the use of British HAT/LAT/Armor/CAS/etc may be declared off limits against the boat, but may be used against enemy contact to keep their possession of the river.

              Preferably, there would be no limit of british assets against the boat (with, perhaps, the exception of attack helicopters if they are on the map, etc. that can take out the boat with ease before it even has a chance), or at the very least have restricted flight over an area (IE: cannot engage the boat if it is still in the lake, cannot fly over the lake at all, etc.) and the PLA team would have to go extrenuous lengths to ensure they will not be blindsided by British forces attempting to sabotage their plans.

              (For arguments sake, the boat is carrying essential materials for the chinese government, or some rubbish like that).

              It could also be adapted to a lightly armored vehicle (that is forced to go along a certain path, known to both teams)
              The idea of the mode is to have the boat waiting at the south-bank of the lake. British has a large amount of time to set up defenses, and when they are ready, the battle begins. The boat can stay at it's start point all it wants, and isn't forced to leave the area at any time.

              Objective of the PLA is to eliminate as much of the British force as possible before attempting to get the boat down the river. PLA's overwhelming force and the British's well-defended positions could make for a tough battle, that is based on wits, timing, and strategy.

              (You could also adapt the idea for an infantryman instead of a vehicle, so that the target in question is simply forced to go through a series of pre-defined checkpoints that will be ambushed by the enemy.)
              __________________________________________________

              This next idea I think is one suited for regular gameplay, and I will be actually recommending to PR devs once I situate everything properly... I believe it is a promising gamemode. The original writing is in quotes, but I try to simplify it down below to help clear up any confusion.
              "Escalating Conflict":

              Give one side a heavy advantage at first: Kashan 16 assets for US, Kashan 32 assets (same spawntimes) for MEC, then after about 10-20 minutes of the havoks being spawned, the US gets a small supply of Anti-Air Vehicles and 32 assets (either the apache or the armor support, not both), then after a while perhaps US gets their attack helicopters or perhaps even jets and a new supply of AAVs. Once the US has had their air assets for 10-20 minutes, the MEC will recieve their AAVs in response, etc etc until the 'climax' of the game has been reached (whether that would be when one or both sides achieves their biggest assets is debatable. It could degrade into a game of Kashan 64, or it could be Kashan where US has jets and MEC has helicopters...)

              This will at first encourage the MEC to grab as much territory as they can possibly hold, while being very overpowering against the US forces. The US will still have HAT, LAT, and MANPADS to their use at the beginning, but the onslaught will still end up being quite fierce if they do not station themselves properly. The US will be very much encouraged to hold and defend the territory they can, and hold out to the MEC's assault for at least 10-20 minutes to allow for the AAVs to arrive and give better support to the infantry, and for 'reinforcements' (in the form of either Tanks/Bradleys or the Apaches [not both!]) arrive to help take a bit of the pressure off of the US. If the US receives armor support, then they will have a lot of an easier time staving off the attacking ground forces of the MEC. If the US recieves apaches, then they will have a fight for air superiority

              At this point, one side will have air superiority and/or armor superiority (US can only have one, MEC can keep both if they play their cards right) and then the US will slowly gain more opportunities to gain the advantage over the MEC, but must also ensure that they are very careful in the use of their assets.
              There might be a bit of rambling in the above, don't let it confuse you. I have so many ideas going in my head about how what will affect that, and how this will affect that as well, and it's all over the place at the moment.

              In bare minimum explanation:

              Teams start out uneven.
              Team 1 recieves an infantry-based layout (jeeps, transport helicopters, logi trucks).
              Team 2, however, recieves a distinct, almost overpowering advantage, like armor assets and/or helicopters.
              Then, after a set amount of time, Team 1 recieves assets to combat the air threat (AAVs) and to boost their own arsenal (either armor or attack helicopters, but not both).
              Again, after a set amount of time, Team 2 will recieve AAVs to combat an air threat if Team 1 recieved helicopters; if Team 1 had recieved armor, then Team 2 might get TOW assets to help combat that threat.
              This could continue until a certain 'best asset' is reached or until both teams reach that goal. This could mean, for instance, that Team 1 may have helicopter support but Team 2 could have jet support, or they both may have the same.

              The gamemode itself would encourage attacking instead of necessarily 'reducing ticket loss'. Since one team knows it has an advantage, it should make full use of that advantage to give themselves a lot better of a standing in the case of being overwhelmed later on, so that it has more ground to land on when the rug is pulled out from under their feet



              (All of the above ideas were originally posted in this thread, by me.)

              Comment


              • #8
                Re: Brainstroming for an Event REVISED

                The king has the ability to take a piece in a game of chess. A dirtbike cannot.


                Comment


                • #9
                  Re: Brainstroming for an Event REVISED

                  Originally posted by Eavy Gunner View Post
                  The king has the ability to take a piece in a game of chess. A dirtbike cannot.
                  And pawns cannot destroy the queen from across the board. What's your point?

                  Comment


                  • #10
                    Re: Brainstroming for an Event REVISED

                    Give the king an anti tank weapon of some sort.


                    Comment


                    • #11
                      Re: Brainstroming for an Event REVISED

                      Perhaps overdone, but a Zombie game? Most of us here already know how most of that can go down...
                      Im TOTALLY down for Beehive and Dustdown. *excitement*

                      ~Solo
                      |TG-Irr|Sirsolo since 18OCT08.

                      Carpe Diem

                      Comment


                      • #12
                        Re: Brainstroming for an Event REVISED

                        Zombie sounds cool. Trying to cross Ramiel or Fallujah would be cool


                        Comment


                        • #13
                          Re: Brainstroming for an Event REVISED

                          Originally posted by Eavy Gunner View Post
                          Give the king an anti tank weapon of some sort.
                          We're not trying to recreate chess, you see, and that is the point; the dirtbike is just an example. The reason I suggested TOW vehicles for bishop/rook is that they act as the long range powerhouse of the game; the king cannot attack very far at all, and therefore the only thing that could represent this in game, to be completely honest, would be a combat engineer with C4, and without it being a turn-based game where players can only attack if it is their teams turn and the commander chooses them for the move, this would not fair well.

                          Giving the king an anti-tank weapon makes him again long range, which is STILL against the concept. A humvee, a logistics truck, a helicopter; all can function as a king, as but giving it a weapon doesn't work in the context of the game.

                          Originally posted by sirsolo View Post
                          Perhaps overdone, but a Zombie game? Most of us here already know how most of that can go down...
                          I think it would be interesting to see a 'point a to b' style zombie mode, where both teams know the route the Living will take, and the Dead can try to stop them there. Ramiel would be perfect for this, due to it's extremely cluttered areas.

                          Perhaps even making them able to use certain weapons could open up more gamely opportunities (RPGs, for instance, would let the US use HMMVWs, but the Dead can still only knife otherwise, so it would be interesting to see the ambush occur when the RPG fires and then 5 of the zombies sprint to the survivors of the crash to kill them).
                          Last edited by Celestial1; 09-13-2009, 02:13 AM.

                          Comment


                          • #14
                            Re: Brainstroming for an Event REVISED

                            I personally prefer events that don't require alot of extra rules and gamey aspects.

                            "Operation Beehive

                            This will be the bases for our epic assault on some fortess. It will be played at a fortress such as:
                            Archar: Eagles nest
                            Muttrah: Fortress
                            Fallujah: Southern large complex with basement
                            Barricuda: tunnels/bunkers
                            Mestia: bunkers
                            Seven Gates: citadel
                            "

                            that one seems ok,

                            And Startrekkern, I think you can modify server side info without forcing clients to download a new version (which isn't hugely hard to do anyway once you've tried it, I refer you to some of my own work http://img4.yfrog.com/i/tadnvg.gif/) So for the above, you could add the new gamemode files, differnet assets and different flags (i.e. flag set on the thing you need to take) to support the event. (as long as server is passworded, server license isn't broken afaik)

                            Events should highlight the way that PR is meant to be played, as well as sometimes brining an interesting variation or tactical situation.

                            Comment


                            • #15
                              Re: Brainstroming for an Event REVISED

                              Originally posted by Rudd_medicman View Post
                              I personally prefer events that don't require alot of extra rules and gamey aspects.

                              Events should highlight the way that PR is meant to be played, as well as sometimes brining an interesting variation or tactical situation.
                              While I agree, I also see the use in having events that kind of just lighten the seriousness up a bit and enjoy it for a game, like the zombie event.

                              Personally I haven't participated in any of these types of events, so I really don't have any clue how well rules would be followed or whether they're actually 'fun'... but just tossing my ideas out there.


                              Moving the flags around and changing assets is probably easy enough for a group of TG members to be able to do in their spare times, as long as they take a bit to learn what needs to be done regarding those changes, if there are any.

                              Comment

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