A friend in Need
Posted: Wed Mar 12, 2014 11:39 am
Last sunday's play unfortunately saw some confusion and ended up in a clusterfuck as FIA and NATO weren't clear about their allegiance. I need to clear up the briefing and streamline the mission.
I see these distinct alternatives:
1. Straight two-way adversarial
There are only two sides. The defending side has to blow up the caches (brought in by helo) and extract. All defending groups (apart from the pilots) start next to the convoy.
This would be the most straightforward, but due to the speed of the helicopters might be over a lot sooner than what we're used to from A2. A mechanism could be implemented that prevents the pilots from knowing where the convoy is.
2. Two-way adversarial w. understrength defenders and heliborn support
The attackers have a significant advantage in numbers at the start; only one squad max. is defending the convoy. Heli-born support is flown in to even out the numbers. Both convoy defenders and airborn focus on killing the attackers. A condition could be included that only if the convoy defenders are all dead, the heliborn support is allowed to blow up the caches and extract (resulting in a draw/"phyrric victory").
I like the idea of putting time pressure on both sides. Attackers would want to capitalize on their numbers, Airborn locate and support the convoy quickly. But considering that attackers would need to be 2 squads min, plus the one squad at the convoy, we're already at ca. 44 players, leaving little wiggle room for slotting airborn.
3. Straight three-way adversarial
Convoy defenders find themselves between rock-and-a-hard-place. Airborn attackers want to blow caches, motorized to destroy them.
This would create an interesting dynamic but again, we'll have the numbers issue we have in 2.
4. Make convoy defenders AI
By making convoy defenders AI (or pupeteers) the number problem could be alleviated. Question is if they'd be hostile to all or friendly to NATO/airborn.
I see these distinct alternatives:
1. Straight two-way adversarial
There are only two sides. The defending side has to blow up the caches (brought in by helo) and extract. All defending groups (apart from the pilots) start next to the convoy.
This would be the most straightforward, but due to the speed of the helicopters might be over a lot sooner than what we're used to from A2. A mechanism could be implemented that prevents the pilots from knowing where the convoy is.
2. Two-way adversarial w. understrength defenders and heliborn support
The attackers have a significant advantage in numbers at the start; only one squad max. is defending the convoy. Heli-born support is flown in to even out the numbers. Both convoy defenders and airborn focus on killing the attackers. A condition could be included that only if the convoy defenders are all dead, the heliborn support is allowed to blow up the caches and extract (resulting in a draw/"phyrric victory").
I like the idea of putting time pressure on both sides. Attackers would want to capitalize on their numbers, Airborn locate and support the convoy quickly. But considering that attackers would need to be 2 squads min, plus the one squad at the convoy, we're already at ca. 44 players, leaving little wiggle room for slotting airborn.
3. Straight three-way adversarial
Convoy defenders find themselves between rock-and-a-hard-place. Airborn attackers want to blow caches, motorized to destroy them.
This would create an interesting dynamic but again, we'll have the numbers issue we have in 2.
4. Make convoy defenders AI
By making convoy defenders AI (or pupeteers) the number problem could be alleviated. Question is if they'd be hostile to all or friendly to NATO/airborn.