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So, basically, I wanted to create a thread for the community to get involved in the creation and implementation of community nights that involve scenario situations.

 

For starters, here is a scenario idea that I have been developing;

 

 

 

Location: Lashkar Valley- INS - 64p

In this scenario 3 British troops (all equipped with the pilot kits to enact UN forces) will be delivered to the Talispam at the start of the round at specific locations and then after a 10 min ceasefire which gives the Taliwackers the chance to move them somewhere, the game begins.

 

The British have the goal here of seeking out and retrieving the 3 captured UN servicemen before the timer on countdown reaches 3min (at which point they will be executed and the videos posted on Govt websites :p ) or the British run out of tickets.

 

The Caches are NOT to be destroyed. Civilian Insurgents will be roaming the valley in cars, they can be approached an talked to on Mumble, and may provide intel, but surely they may want something in return. Maybe a British engineer kit; who knows. Hell they may even lead to into an ambush, its up to you to decide what to do.

 

Once a captured UN person has been located, you must defeat all insurgents surrounding him, and take him back to you base in whatever means you deem necessary. Once back at base, he must be protected as base attacking is going to be ALLOWED for this map. This means, bomb cars, snipers, RPG's, everything and anything BUT mortar attacks. This may mean the British might want to set up FB checkpoints to be manned around teh map, or maybe set up and FB in a better location for specific UN defence, maybe in a cave.

 

NOTE: The only time UN people may be killed is if they are in a vehicle. So in this way, ALL vehicles may be destroyed. But other than that, EVERY precaution must be taken to avoid shooting the UN serviceman by both sides.

 

NOTE #2: You can only talk to the UN servicemen over MUMBLE. Otherwise they will not listen. The will be in a locked 3 man squad on the British side.

 

hmm just realised; whole in my story; You can see them on the map can't you? Dammit :(

 

More ideas a criticism are widely accepted. Although, don't come in here and complain about how 'I dont want scenarios, I want normal PR' thats not what this thread is for ;)

Edited by crawfs

http://i574.photobucket.com/albums/ss187/Chanvlan/new_kit.jpg

yeah but this is the internet' date=' you have to expect the unexpected or else you'll get caught out by things you should've expected but didn't. Its exactly like knowing about the stuff you dont know about, that way you know theres stuff you dont know so when you know what you dont know you can say "ah i knew that!"[/quote']
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Chan I like the idea :) BIG MUMBLE RUMBLE

 

In the first 10 mins I think the Brits should be able to deploy as many FOB/Checkpoints on route locations.

 

I think allowing the first 5 caches but no more to be destroyed would add to the intel scenario as civies may be leading us to ambushes and its likely due to the need for weapons that the Tali would keep their prisoners near these locations?

 

I love the idea of stopping civies to try and extract intel, infact its a shame that the civies cant transport the POWs ;) the Brits should be allowed to engage anyone who approaches a FOB/Checkpoint unless they are displaying no threat eg; arms up or holding binoculars we can then engage if they attempt to switch to attack.

 

Few things to think about, Insurgents holding POWs in no go zones?? also I think they must be forced to move the POWs at least 2 times during the map.

 

FOB/Checkpoints attackable? I figure this is will be allowed as US main is.

 

Could the POWs be allowed to deploy one smoke signal as an attempt to give intel?? The POWs have the hardest job they have to use mumble to co-ordinate with their captors but must avoid all team messaging and comms at all times... No ifs....

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  • Author

Yeah, I think the idea about approaching with hands up or binocs out is a great one. And yes, I think up until the last 3 caches they can be destroyed (however many that is)

 

The main problem is the one I pointed out about the POW's being able to be seen on the map. And unless they were actually on the Insurgents team, in which case the insurgents would be able to tell who they are. I think the best way to solve this would be to have them not in any squad at al, so people can't click and find out where they are. But this still wouldn't solve the initial problem.

 

Also the forced moving is a good idea. Sorta gives the civies soemthing to do. As in, they can sell the intel to the brits or if they act hostily face imprisonment at one of the FOB's.

 

Anyone got any idea if you can turn off markers during this game? Might add a double layer of realism. :)

 

EDIT: Also, is there a way to easily disable in-game VOIP? This would restrict everone to mumble ...

Edited by crawfs

http://i574.photobucket.com/albums/ss187/Chanvlan/new_kit.jpg

yeah but this is the internet' date=' you have to expect the unexpected or else you'll get caught out by things you should've expected but didn't. Its exactly like knowing about the stuff you dont know about, that way you know theres stuff you dont know so when you know what you dont know you can say "ah i knew that!"[/quote']

what about quirans to bash americans with....?

 

why would you disable voip as id hate to have to type up everything to squad members that don't have mumble and nobody can guarantee that everyone is gonna have mumble

Edited by Slayer of Players

"You have 5 seconds to get to the move marker or I'm kicking you from the squad"

 

-Dtacs

  • Author
what about quirans to bash americans with....?

 

why would you disable voip as id hate to have to type up everything to squad members that don't have mumble and nobody can guarantee that everyone is gonna have mumble

 

Well then they won't be participating in such an awesome event will they? Im not say that we have to disable it, it would just be a nice additive. Even if its a mutual concession that we just don't use it. because over the range of the map, if each team got into their own mumble channel, it could greater provide a realistic atmosphere to the game. Sort of like the radio system in ArmA. Thats why I can wait for PR ArmA :p

http://i574.photobucket.com/albums/ss187/Chanvlan/new_kit.jpg

yeah but this is the internet' date=' you have to expect the unexpected or else you'll get caught out by things you should've expected but didn't. Its exactly like knowing about the stuff you dont know about, that way you know theres stuff you dont know so when you know what you dont know you can say "ah i knew that!"[/quote']

Location: Lashkar Valley- INS - 64p

 

Intel says that a known taliban warlord is in the area teaching the local taliban about the use of IED's, brits job is to take him in, alive :D

 

so in short there would be some1 on the taliban side with a kit thats easy to identify and he will be with a squad of taliban that is his personal guard. the rest of the taliban will be hiding in wait, knowing that the brits are coming. civs roaming the streets, are they good or bad? :O

 

taliban leader cant be armed.

 

on the brits side it should be HIGHLY organised, full squads all communicating to the commander and each other. squads should act together, as if its a british platoon thats fighting not a 5 rag tag squads.

 

talk to the civs to try and get them to tell you where this guy is, BUT never never never hand over weapons or equipment! :p

 

anyway pretty much stole chans idea and made it better :p

 

Cheers

Rhodesy

http://i.imgur.com/TLiDl.png
Have it in a city i reckon

DON'T YOU CLUCK WITH ME, BUDDY!

----------------------

After that night I started peeing out the window to avoid going down the hallway when it was dark.
  • Author

haha Rhodesy, I like the last bit :p

 

Also, thats kind of like what I had in mind but for Al Basrah. Instead though, the British had the 10 min cease fire at the start of round to set up an FB at VCP.

 

But this sounds good on Lashkar. I would also say, maybe 3 enemy tali leaders not just one.

 

Also, the kit can be just the 'non-selectable' kit. That would work. Has not weapons and can lie on teh ground.

 

Problem: How do you transport him back to main? or to the FOB that you set up as a jail?

http://i574.photobucket.com/albums/ss187/Chanvlan/new_kit.jpg

yeah but this is the internet' date=' you have to expect the unexpected or else you'll get caught out by things you should've expected but didn't. Its exactly like knowing about the stuff you dont know about, that way you know theres stuff you dont know so when you know what you dont know you can say "ah i knew that!"[/quote']
With an armoured escort lol? and troops clearing the way?? Sounds pretty challenging but possible??

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  • Author

Can enemy get into jeeps, like not enter, but just ride in them? I know in the engineer hummer it is possible, but I wonder how fast you can go ...

 

OR: Solution: Hire a civilian, and put him under protection detail and make him driver the car back to main with an armour escort. But this would involve the Civ not being immature and actually following orders.

 

Surely this could work. Just make one civ on the other team, unsquaded so he cant be told or talk to anyone on that team. He is basically working with the British. Could work :p

Edited by crawfs

http://i574.photobucket.com/albums/ss187/Chanvlan/new_kit.jpg

yeah but this is the internet' date=' you have to expect the unexpected or else you'll get caught out by things you should've expected but didn't. Its exactly like knowing about the stuff you dont know about, that way you know theres stuff you dont know so when you know what you dont know you can say "ah i knew that!"[/quote']
Can enemy get into jeeps, like not enter, but just ride in them? I know in the engineer hummer it is possible, but I wonder how fast you can go ...

 

The insurgent supply ute is the best for this, one time on iron ridge I kidnapped UsefulasTitsonabull and he was able to just sit in the back of the ute while I was going full speed around corners and bumps and he didnt die.

  • Author

Yes, true. The insurgent ute could be used to transport around the British POW's. But that dosnt solve the problem of them showing up on the minimap.

 

But with Rhodesy's idea, this would involve them being an INSURGENT, therefore, is there a British vehicle to do this in?

http://i574.photobucket.com/albums/ss187/Chanvlan/new_kit.jpg

yeah but this is the internet' date=' you have to expect the unexpected or else you'll get caught out by things you should've expected but didn't. Its exactly like knowing about the stuff you dont know about, that way you know theres stuff you dont know so when you know what you dont know you can say "ah i knew that!"[/quote']
Yes, true. The insurgent ute could be used to transport around the British POW's. But that dosnt solve the problem of them showing up on the minimap.

 

But with Rhodesy's idea, this would involve them being an INSURGENT, therefore, is there a British vehicle to do this in?

 

You could use your original idea of pilots, just give the pilot kits to 3 selected people on the Taliban side.

  • Author
You could use your original idea of pilots, just give the pilot kits to 3 selected people on the Taliban side.

 

So we're rescuing 'UN POW's' that are in fact insurgents equipped with "No Kit" or "Pilot Kit"

 

hmmm ... Could work I guess. Tali's can move them. And then they can drive their own car in the trans column back to where we need them.

 

But what would be better, is if there was a British vehicle that they could be transported in like the back of the jeep. So a brit could drive it and the other POW get in the back. Or if its Rhodesy's idea, they need to be transported in the back as well.

http://i574.photobucket.com/albums/ss187/Chanvlan/new_kit.jpg

yeah but this is the internet' date=' you have to expect the unexpected or else you'll get caught out by things you should've expected but didn't. Its exactly like knowing about the stuff you dont know about, that way you know theres stuff you dont know so when you know what you dont know you can say "ah i knew that!"[/quote']
no the idea would be that its purely an inf thing, the insurgents may have techs and all that but the brits would be inf only, that way you gota do a bad ass with drawal on foot, 2 squads holding while 2 squads fall back, those 2 hold next 2 fall back, and so on, would make for some epic battles.
http://i.imgur.com/TLiDl.png

Possible scenario idea, similar in concept to chanvalan's. anyways got a few other on the go but this one is closest to complete, feel free to post ideas or improvements or PM if needed. objective based so score is not a big player in this

 

RESCUE!

Downed Pilots/Aircraft Retrieval

 

Concept/story:

 

Disaster! An ISAF aircraft has been struck by hostile ground fire. Brief radio contact has established their rough whereabouts and situation. A nearby ISAF Garrison manned by Canadian forces has been contacted and asked to mount a rescue operation to retrieve the downed pilots and recover or destroy sensitive ISAF equipment on board the downed aircraft. As the Canadians roll out local Intel indicates that anti-coalition elements are also moving on the crash site. There is no air support as the threat of another bird going down is too great.

 

Map: Operation Archer – Insurgency Standard

 

Teams: Canada vs. Insurgents

 

Method of play:

 

Insurgents will begin at insurgent main and may act as they please, keeping in mind their objective, there will be a ten minute period at the start of the round in which elements for the scenario will be set up by the admin team, after this point in time the gloves are off. Insurgents may attack the ISAF main if they deem this to be tactically appropriate at the time, (ISAF forces can respond in turn and are also allowed to engage enemy targets at any point on the map - game play note: unwarranted main camping by ISAF will be scrutinized, e.g. it would be inappropriate for any squad to set up shop at the insurgent main for the purpose of spawn killing. Please use common sense folks. ) insurgents will attempt to overrun the crash site and kill the aircrew

 

ISAF forces roll out from their main 3 minutes before their insurgent foes (i.e. 7 mins into the game) and are cleared to engage any targets once the 10 minute waiting period has elapsed, please stay away from the insurgent main at this point in time. ISAF forces will proceed to the crash site, set up security and must maintain their position for at least 20 minutes (one of the pilots has serious wounds and needs to be stabilized before he can be moved....). To symbolize this ISAF must have at least 1 fully functional fire-base in the vicinity [approx 60m] of the downed aircraft and it must remain active (not destroyed) for 20 mins, after which point ISAF forces may then evac the site. To achieve the objective of retrieving sensitive hardware from the downed bird a logi truck MUST leave the downed aircraft site at any point after the 20 minutes has elapsed. To be eligible for a major victory the ISAF team may then destroy the aircraft to represent the removal/recovery of the vehicle.

 

Admins/designated players will play the role of the downed aircrew, 2x pilots and 2xcrewcheifs, they are not limited as to what kits they may use but must wait with the aircraft and ISAF forces until the 20 minute period has elapsed (symbolizing recovery of vehicle and stabilization/transportation of the wounded). keeping in mind these players will be high value targets for the insurgents.

 

the Admin/aircrew team will fly out at the start and land in a predesignated area, this is the crash site. once they are on the ground the round begins

 

Victory conditions – Insurgents

Kill/capture downed aircrew – minor victory

Capture Downed Aircraft – Minor victory

Kill/capture crew AND capture downed aircraft – Major victory

Victory conditions – ISAF

Evacuate downed Aircrew to Main Base of operations – Minor Victory

Retrieve Sensitive equipment from downed aircraft - Minor victory

Achievement of both above objectives and final destruction of aircraft – Major Victory

 

Additional Rules:

ISAF forces may not use Air Assets as the AAA threat has not been neutralized at this time

POSSIBLE ADDITIONS

ISAF forces may only use light Armour (LAVS) after 18mins has elapsed on the game timer, symbolizing the arrival of a Mechanized company

 

Time limit: 1:30mins

 

Other notes:

 

Possibly work out an amended scoring system

Edited by Squelchy

Yeah would make it hard though if you have to defend FOBS as well etc, I love the idea of the checkpoint but its what makes the scenario work best I guess.

 

I think the best bet is if you go with the Brits searching out Tali leaders that are know to the Brits eg; Sheik Mohamed Dtacs :p is the person we are trying to capture/question or assassinate??? once target has been assassinated then the new targets name is provided over global for the Brits? or once captured troops must call in armour support and escort him to the main?

 

Wow logistics logistics hahaha

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OR: Solution: Hire a civilian, and put him under protection detail and make him driver the car back to main with an armour escort. But this would involve the Civ not being immature and actually following orders.

 

Surely this could work. Just make one civ on the other team, unsquaded so he cant be told or talk to anyone on that team. He is basically working with the British. Could work :p

 

Awesome idea, and the civi could get on TS and pass intell onto Coalition forces, as is done in reality.

Possibly nominate 3-4 guys on the insurgent teams to be coalition collaborators, the rest of their team wont know so adds another element of skullduggery

  • Author
Awesome idea, and the civi could get on TS and pass intell onto Coalition forces, as is done in reality.

Possibly nominate 3-4 guys on the insurgent teams to be coalition collaborators, the rest of their team wont know so adds another element of skullduggery

 

Omg yes. Select three guys at random at the start of the round to be british collaborators. That would be awesome.

 

Great way to fix the problems Lorrie! :hi:

 

Also that would be such a bad Idea graunch. I guess it'd just have to be decided upon what to use as the scenario. Say if you were going to go with the three insergent leaders, or the three downed POW's :guitar:

 

 

EDIT: Also, I like the idea lorrie, at first I didnt know what you were on about, or if it would work. But wow. Sounds great. Keep em coming. The hard part now is going to be refining one for use in a community night :p

Edited by crawfs

http://i574.photobucket.com/albums/ss187/Chanvlan/new_kit.jpg

yeah but this is the internet' date=' you have to expect the unexpected or else you'll get caught out by things you should've expected but didn't. Its exactly like knowing about the stuff you dont know about, that way you know theres stuff you dont know so when you know what you dont know you can say "ah i knew that!"[/quote']

PR grand prix

 

Its a Team vs Team race.

 

Selected players line up their cars on the starting line.

They must drive to each marker on the map (marked with comander waypoints) IN ORDER, just like a race coarse. To win they must get to the finish line first or be the last one standing.

 

Other players in the game must try to stop the enemy team's vehicles using whatever means nesseary, such as mining roads, planting C4, ambushing with HATs and LATs, and blocking roads with trucks. Other players should not kill eachother, only enemy vehicles.

 

Sounds pretty stupid, but it could work.

  • Author
Sounds like something to do on the training server on night ey ;)

http://i574.photobucket.com/albums/ss187/Chanvlan/new_kit.jpg

yeah but this is the internet' date=' you have to expect the unexpected or else you'll get caught out by things you should've expected but didn't. Its exactly like knowing about the stuff you dont know about, that way you know theres stuff you dont know so when you know what you dont know you can say "ah i knew that!"[/quote']
Uhhhh, not that it exists anymore... :(

DON'T YOU CLUCK WITH ME, BUDDY!

----------------------

After that night I started peeing out the window to avoid going down the hallway when it was dark.
Not stupid remember the community nights are about breaking away from the pub gameplay, people have a choice to play or not, whether the community night is a heavy serious battle or some light hearted fun its variety for the community to decide on :)

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just an idea but one I'd like to try, even if for one round.

 

Sometimes i think the PR could be better without re-spawns entirely, makes dying a whole lot worse if you have to sit out the rest of the game. may encourage more cautious team play and people to value the kits they are using/allocated. Hardcore PR...

 

CONTACT! – Skirmish

 

Concept:

Simply a round of 32 on 32 infantry skirmish with a heavy emphasis on realism. 2 platoon sized elements have contacted each other in the area and are attempting to outflank and capture or kill their enemy

 

Map: Silent Eagle – Skirmish Infantry

Teams: US army vs. Russian Forces

Method of play:

 

There will be NO respawns; upon being killed you will be required to leave the server until the next round begins

Both teams MUST have a commander

Area Attacks will be allowed

 

No FOBs Allowed - due to skirmish layer, is ok because it was an after thought

 

Time limit:

2 rounds with team swap

1:30 mins

 

 

The same principle could apply to even bigger maps with heavier assets. I think there could be quite a few infantry guys who would be keen to try this out. I wouldn't mind taking down some names and running it on a Thursday night with some admin help? server 1 maybe? PM me if your keen and hopefully i can get it organized and ready for a few rounds in a fortnight?

Edited by Squelchy

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