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random scenarios
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Topic: random scenarios (Read 4983 times)
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
random scenarios
«
on:
August 15, 2010, 02:23:19 pm »
I wish that we could incorporate extra side scenarios that can be achieved during the course of a battle.
It would be cool that before the battle, you would get a notification that there are a group of escaped POWs hiding in some random building, and its your job to save them for a reward at the end of the battle.
Im sure we can do it with alittle SCAR coding.
You know what, lets use this thread for funzies, and make up some in-game scenarios that can be completed.
-POW rescue
-Downed Pilot Rescue
-Supply Convoy Escort
«
Last Edit: August 15, 2010, 03:25:27 pm by Groundfire
»
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Mysthalin
Tired King of Stats
Posts: 9028
Re: random scenarios
«
Reply #1 on:
August 15, 2010, 02:26:23 pm »
I also require evil scenarios - such as raiding the local housing to search for hidden jews.
I demand this picture be used whenever such a scenario arises :
Other than that - cool idea
.
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MorkaandBorka
EIR Veteran
Posts: 1464
Re: random scenarios
«
Reply #2 on:
August 15, 2010, 02:28:34 pm »
Ohhh my god Myst, your bad
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I'm really bad - Smokaz
Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: random scenarios
«
Reply #3 on:
August 15, 2010, 02:29:38 pm »
So, you want me to put down "mini-beibs jew hunt"?
Dont know how i feel bout that suggestion tbh.
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Smokaz
Honoured Member
Posts: 11418
Re: random scenarios
«
Reply #4 on:
August 15, 2010, 02:55:35 pm »
I say lulz.
But this is a interesting idea!
Might not be that hard to code either?
What if each team spawns with a random objective that you have to complete the first 10 minutes of the game.
Examples could be: take down evil hitler building, (a random building on the map is created into a 'HQ'), hold these 3 sectors by 8 minutes, cause 50 casualties by 5 minutes, entire team can't lose more than eight vehicles before 10 minutes into the game, allow slow moving transport to cross from your spawn to middle of the map aka 'supplies arriving'.
It would add a lot of fun to the game. Upon completing the objective, a small ingame reward could be given perhaps entire team has their next callin arrive instantly, spawns a 25 pop volk wave that attack moves towards middle and just sits there etc.
Or this could be the way to gather reward points, if your team accomplishes the objective in game mode "O" you get one 'O point' which you can use five of to buy a reward point.
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Spartan_Marine88
EIR Veteran
Posts: 4838
Re: random scenarios
«
Reply #5 on:
August 15, 2010, 03:00:45 pm »
1) Supply convoy had to reroute through your sector heading to another part of the front. If it makes it out with at least a third alive you get 2 artillery barrages each (offmap howie for ally, rocket barrage axis). If opposing force manages to eliminate it, your callins are delayed for 3 minutes
2) scout fighter has crashed in the map the pilot managed to make it out with enemy information if rescued and brought to your retreat edge you get a Military Intellegence for the rescuing player. If killed by the enemy they get nothing but deny the enemy the info.
«
Last Edit: August 15, 2010, 03:05:27 pm by Spartan_Marine88
»
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Quote from: Sachaztan on March 24, 2013, 03:49:43 pm
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metristanharris
EIR Regular
Posts: 43
Re: random scenarios
«
Reply #6 on:
August 15, 2010, 03:13:47 pm »
Quote from: Mysthalin on August 15, 2010, 02:26:23 pm
I also require evil scenarios - such as raiding the local housing to search for hidden jews.
I demand this picture be used whenever such a scenario arises :
Other than that - cool idea
.
+1
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-RoyalHants
LeoPhone
Honoured Member
Posts: 0
Re: random scenarios
«
Reply #7 on:
August 15, 2010, 03:15:41 pm »
this would be awesome for attack/defend games. attacking team is actually gonna try to attack so they can finish their objective before time is over.
same for defending team. they must hold the line untill their supply convoy is done.
no rewards ingame, the winning team can get a reward unit or something post game.
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Demon767
Warmap Betatester
EIR Veteran
Posts: 6190
Re: random scenarios
«
Reply #8 on:
August 15, 2010, 03:38:00 pm »
Attack/Defend should have VP by the amount of players on the opposing side.
e.g 2v2 = 2vps
3v3 = 3vps
objective, to take all VP's or lose. You can backcap for Pop. but attackers cant win by backcap.
Iit will make the game ever so more interesting in attack/defend. i can also imagine the planning before hand.. or the last ditch effort to defend the last VP. 3 players agasint 3 players in a small confined area.
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Generalleutnant of The Reichs Wolves
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MittinsKittens
Donator
Posts: 916
Re: random scenarios
«
Reply #9 on:
August 15, 2010, 03:41:20 pm »
What would probably be better is making a new gametype (Call it objectives) and allow for these kind of games. Make it so it randomly chooses one of the objectives to do and that's now what the game is about, be it convoy, or rescue the downed fighter Ace.
and for a new objective, maybe have a map where you have to blow some certain things up ("important" buildings, railway lines, bridges.)
Don't know how easy that would be to scar, but I guess it might be doable
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AmPM
Community Mapper
Posts: 7978
Re: random scenarios
«
Reply #10 on:
August 15, 2010, 03:44:25 pm »
We used to have "Objective Controlled Popcap" or OCP.
The way it worked is there would only be a few sectors around the map, based around important features. It lead to a lot of really hard fights over those few areas. You could flank and get behind the enemy, but it meant nothing if you didn't take those points. I remember so many games on French Countryside where you would be holding a town cut off and waiting for reinforcements from your allies. It also made Airborne operations useful, they could drop and take objectives in the rear of the enemy without having to bypass defenses physically.
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: random scenarios
«
Reply #11 on:
August 15, 2010, 03:48:56 pm »
Well there's already a mod that does this kind of stuff, its called Joint Ops.
Same idea, we just need to adapt that to EIRR
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MittinsKittens
Donator
Posts: 916
Re: random scenarios
«
Reply #12 on:
August 15, 2010, 04:05:24 pm »
Must admit, all these sound super awesome
Would be great for ones where you need to "search" the buildings, I can see Sorched Earth being funnily annoying for the allies if they need to search the buildings x3
And that VP one I can see being a pain, since you only need to get lucky and you've won.
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AlterFrax
EIR Veteran
Posts: 92
Re: random scenarios
«
Reply #13 on:
August 15, 2010, 04:13:03 pm »
Scenarios and objectives like these would breathe a TON of new life into this mod! I imagine it would enhance the gameplay in a massive way, and would increase the popularity of this mod by a great deal.
Please Devs!!!?
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MittinsKittens
Donator
Posts: 916
Re: random scenarios
«
Reply #14 on:
August 15, 2010, 07:42:30 pm »
I agree with everything he said.
Would also be pretty awesome for the warmap, make for some intresting ways of swinging the balance, like making it that the allies are the offensive because they destroyed a axis hq, or push the allies back a little because we captured some valuable locations
So yeah, if you could Dev's..."Fund it"!
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Grundwaffe
EIR Veteran
Posts: 1128
Re: random scenarios
«
Reply #15 on:
August 15, 2010, 07:57:48 pm »
Sounds cool, would be boring if they could be killed by the enemy thou..
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SublimeHauken - Back from the dead - Since 2007'
Spartan_Marine88
EIR Veteran
Posts: 4838
Re: random scenarios
«
Reply #16 on:
August 15, 2010, 09:25:18 pm »
How about a neutral one the map has been heavily fought over before and there are mines hidden all over the map that target everyone
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arsonist123
EIR Veteran
Posts: 145
Re: random scenarios
«
Reply #17 on:
August 15, 2010, 09:45:59 pm »
Wasn't this an already old idea? >.> bringing back old ideas
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CrazyWR
EIR Veteran
Posts: 3616
Re: random scenarios
«
Reply #18 on:
August 15, 2010, 10:21:48 pm »
I like AMPM's post about the OCP maps. Maps like Ardennes Valley and FC were fun because it really made behind the line drops viable, and made you hold against tough odds without reinforcements and reduced the effects of artillery
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Groundfire
EIRR community manager
EIR Veteran
Posts: 8511
Re: random scenarios
«
Reply #19 on:
August 15, 2010, 10:34:06 pm »
I never really liked those maps. Put too much emphasis on one spot and the rest of the map was neglected.
Not to mention the problems that arose when the map was unbalanced, like convent. (I think that map had the OCP function)
I like the idea, I just dont think that the whole game (pop cap) should hindge on 3 or 4 sectors. The system we have is much better to regulate pop and territory control.
We should reintroduce that OCP system but with different benefits, as a layer over the system we have now. Certain sectors should be worth more. i can live with that.
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