PDA

View Full Version : Game Mode Insurgency gamemode



Victimizer
04-29-2012, 01:02 PM
This game mode would serve as an alternative to the normal skirmish in which two equal and symmetrical factions establish their base and then fight set piece tank battles over a tiny often symmetrical map.

The unreleaved third faction is hence forth called "URTF" for the sake of keeping this short.

Insurgency game mode would have two factions: the occupiers and the GLA resistence. The occupier players would be either EU or URTF, while the GLA resistance players could only choose the GLA.

The setting


The setting would be a very large map with varied landscape and civilian infrastructure. This map would preferably be central asian or middle eastern region. The map would have mountains, fields and a large city surrounded by suburbs and industry. Additionally, this city would have actual traffic and civilian life: not just some pre-placed props, but a self-sustaining program that generates city life, akin to Grand Theft Auto.

---

Goals.

The goal of the occupiers (EU/URTF) is to root out the GLA resistence by destroying GLA hideouts and weapons stashes.

The goal of the GLA resistence is to destroy the occupying force by inciting revolt among the civilians, destroying EU/URTF bases, patrols, and so forth.

---

Asymmetric factions

The GLA resistance would have no central base or conventional base building in this game mode. Instead they would have hideouts and weapon stashes. Both of them would be concealed in the civilian infrastructure and natural terrain. The EU/URTF would have to raid these buildings and search out these woods or capture GLA operatives to interrogate them to provide the location of these hideouts and stashes (a return of the POW system). The GLA would not be able to build new hideouts or stashes, but would be able to move them (if its found) and establish new ones whenever they gain more support from the locals.

The hideouts would provide the GLA with pop limit and special abilities while the stashes would be the production buildings. Both would be up-gradable as the game advances, providing more resources and abilities. These hideouts and stashes would be dispersed all over the map, preferably, because they do not have much defense against EU/URTF assault. Their main protection is their concealment.

Meanwhile, the EU/URTF faction would have bases with some limitations, as these are occupying forces, not front-line combat operations: i.e. no massive tank armies and somewhat limited resources. They would still, however, have an overwhelming advantage in a set-piece battle: so the GLA has to win through subversion and insurgency, rather than confronting the EU/URTF directly.

Asymmetric combat

The EU/URTF forces would have advanced infantry equipment and sophisticated AFVs, while the insurgency would fight with improvised explosive devices, ambush tactics, stealthy sabotage and so forth, even more so than in normal skirmish. GLA would have scarcely any combat vehicles: they would have to mostly rely on infantry, civilian vehicles and bomb cars.

In an open field the EU/URTF infantry would be able to massacre GLA equivalents due to longer range and greater firepower. The resistance would have to try to get close in order to have any measurable effect.

The GLA would, however, be able to conceal their fighters among the civilian population and in the terrain. They would be able to move their forces around in civilian vehicles and avoid detection as they move along with civilian traffic. The EU/URTF would be able to establish road-blocks to inspect this traffic.

The EU/URTF would also be able to raid buildings and organize patrols, both of which have a high chance of detecting nearby GLA activity.

The GLA would be able to hire local informants to keep an eye on EU/URTF traffic. To stay alive, the GLA would have to stay on the move: relocating their hideouts and stashes whenever EU/URTF presence in a region grows too much and likewise, relocating their attacks wherever EU/URTF units are moving.

The GLA would be able to incite uprising in an area where they have established highly upgraded hideouts. This would allow them to raise angry-mobs: which would be the worst thing to happen for the EU/URTF faction because they would not be able to target the angry mobs with lethal weapons. If the EU/URTF targets the angry mobs with, say, bombing runs, this would give massive support for the GLA in terms of funds and new hideouts.

if the EU/URTF faction is too heavy handed and destructive toward the civilian population in their fight against the insurgency, angry mobs and support for the GLA would naturally arise.

------------
Positive Effect:

This game mod would be an alternative to conventional skirmish, not a replacement. And as such, it would provide a change of pace from normal set-piece tank battles. It would also be fitting since it would allow the game to have an emphasis on the differences between conventional (I.e. EU/URTF) factions and the GLA.

Also, CNC has never really had other game modes besides normal skirmish. Nothing that i can really think of immediately.

Negative Effect:

Not really sure. Of course it would require heavy coding: which takes time away from other work. Mapping might also take its time, however this game mode would not need more than 2-3 maps, assuming they're large enough.

CnC_Fin
04-30-2012, 08:42 AM
Definetly sounds awesome, and I think it could work quite nicely too.

Commander32
04-30-2012, 09:26 AM
Now thats a gamemode I approve.

Harrrr
05-01-2012, 12:33 AM
Finally a decent secondary game-mode suggestion that isn't "hurrdurr FPS and RTS combo please because Gen 2 uses Frostbite!!!!"

That said, I think it would be wise too add in some sense of urgency with rewards/punishments. This mode sounds like it can easily devolve into a long game of whack-a-mole, at which point I don't see it being very successful in anything but a change-of-pace comp-stomp. For example, if the EU/URTF chose to go the route of disregarding any and all human life (which could certainly make sense if the third faction is something like a China or Russia that historically have had a nonchalant attitude towards collateral damage), then they should give a limited opportunity to do so before being punished (note that I do say punished as well as the opposing side should be rewarded).

Reward agressiveness on both sides as well as cautiousness where appropriate, otherwise it will just turn to the GLA player just trolling the EU/URTF player until they eventually get bored and quit.

BogoX
05-09-2012, 12:22 AM
simply one of the best suggestions so far !

Victimizer
05-12-2012, 09:49 PM
Finally a decent secondary game-mode suggestion that isn't "hurrdurr FPS and RTS combo please because Gen 2 uses Frostbite!!!!"

That said, I think it would be wise too add in some sense of urgency with rewards/punishments. This mode sounds like it can easily devolve into a long game of whack-a-mole, at which point I don't see it being very successful in anything but a change-of-pace comp-stomp. For example, if the EU/URTF chose to go the route of disregarding any and all human life (which could certainly make sense if the third faction is something like a China or Russia that historically have had a nonchalant attitude towards collateral damage), then they should give a limited opportunity to do so before being punished (note that I do say punished as well as the opposing side should be rewarded).

Reward agressiveness on both sides as well as cautiousness where appropriate, otherwise it will just turn to the GLA player just trolling the EU/URTF player until they eventually get bored and quit.

yes, of course you need such systems to ensure interesting gameplay. my suggestion is deliberately undetailed and a bit open ended, if thats the correct term, because the developers are creative people too and surely know how to fill in the planks in this gameplay mechanic.

Bobug
05-18-2012, 09:29 AM
Thats a brilliant idea for a games mode!

Also, building on the collatoral damage/punish/reward aspect, how about a system where the more civilian casualties or structural damage the EU/URTF causes, the more liekly civilians are to revolt and join the GLA, giving the GLA a bigger income, a sight range from "angry civilians", an ability to recruit a number of civilian units and arm them as militia, or angry mobs of civvies armed with molotovs, pistols, AKs, and IEDs?

Would make the EU/URTF have to think about where to strike, and how. Because going in all guns blazing or carpet bombing an area, or making a raid on a family home would cause the civilian population to become angry with the "infidels". Exactly how soldiers and military police working in places like Iraq and Afgahnistan are now.

Borreh
05-29-2012, 07:25 PM
Brilliant. I love this.

=LEVIATHEN=
05-29-2012, 10:06 PM
I love this idea!

Jatgiuac
05-30-2012, 02:57 AM
I love this idea too! Hope they add this into the game and they also include skrmish too...

Victimizer
06-02-2012, 04:27 PM
Thats a brilliant idea for a games mode!

Also, building on the collatoral damage/punish/reward aspect, how about a system where the more civilian casualties or structural damage the EU/URTF causes, the more liekly civilians are to revolt and join the GLA, giving the GLA a bigger income, a sight range from "angry civilians", an ability to recruit a number of civilian units and arm them as militia, or angry mobs of civvies armed with molotovs, pistols, AKs, and IEDs?

Would make the EU/URTF have to think about where to strike, and how. Because going in all guns blazing or carpet bombing an area, or making a raid on a family home would cause the civilian population to become angry with the "infidels". Exactly how soldiers and military police working in places like Iraq and Afgahnistan are now.

Exactly what I had in mind more or less. The GLA recruitment would work like this:


Gain prominence with successful operation against the enemy --> more recruits --> establish more hideouts to house them

Hideouts would be a sort of pop-limit (but a soft one). The occupiers would have to find these hideouts from among the civilian houses. It would be a sort of whack-a-mole in that sense, but they can't just raid at random any house they want, as this will create more recruits for the GLA, but they'll have to capture enemy operatives, interrogate and based on that intel, raid the buildings being used by the GLA. Hideouts would be not be as important as weapon stashes however.

Weapon stashes, the production buildings, would be much harder to replace for the GLA. Thus concealing them well and hiding the traffic in and out from these stashes would be important for the GLA player.

Perhaps the GLA would could also use mosques for their operations. Holy sites would be inaccessible to the enemy, but could only be used as temporary sanctuaries.

Also, perhaps the GLA could farm narcotics in the countryside and smuggle them across the border (outside the map through border crossing points) for income. This would be their main source of income and they would use that to buy weapons (new weapon stashes and money for new units).

GLA economy would look like this:

resources:

manpower
cash
popular support (provided by the success of your operations and the mistakes of your enemy)

"base assets"

hideouts (provide manpower)
farms (provide cash through narcotics)
weapon stashes (production)

Harrrr
06-03-2012, 03:37 AM
Personally, I still think it would be necessary to give both sides some freedom and leeway. Forcing the 'good guys' to be careful and precise is like a continuous round peg to round hole deal...RTS players generally like some-sort of freedom to move around a bit. That methodology should be encouraged through rewards/punishments but there should also be the ability to successfully perform a scorched-earth policy...IF...the player is extremely swift and a decisive.

By design the GLA is more flexible in this game-mode and would absolutely be the most popular choice by players, and that I believe may cause a problem. This is why I'm very insistent on giving the EU/URTF some sort of lee way to be successful other than the long-drawn-out process of investigate, infiltrate, and perform very small-scale raids while showing the uppmost restraint. This differs from other types of attack/defend game mods as it seemingly severely handcuffs the EU/URTF player. IMO the GLA in the insurgency game-mode has the flexibility to fail and/or perform tactics, fluidity, and the appeal to the more 'sadistic' side of gamers, which is why I'm envisioning those who want to play GLA will far outnumber those wanting to play EU/URTF.

Jatgiuac
06-03-2012, 04:25 PM
So far, This is one of the best idea I have ever seen. But as for the GLA could farm narcotics in the countryside and smuggle them across the border (outside the map through border crossing points)... Would the EU/URTF able to cross the borders too?
And whats are the victory condition for EU/URTF?

Victimizer
06-03-2012, 09:30 PM
The EU/URTF factions could hurt GLA economy by destroying farms and stopping the smugglers.


I still think it would be necessary to give both sides some freedom and leeway.

Leeway, of course. The EU/URTF could risk some collateral damage (and such would be bound to happen anyway) if they think that its worth it (e.g. if the action actually results in a GLA weapon stash being busted ). But the point is that the EU/URTF should not be able to just level every civilian building in order to destroy the hidden weapon stashes/hideouts.

In the countryside, where there's less civies to worry about, more violent methods like artillery could be employed. The GLA would have to use the terrain extra-sneakily.

robinson01
06-28-2012, 11:17 PM
Yeah, more civilian buildings destroyed, easier for GLA to recruit.