Dynamic Capture Points

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Hanson

FNG / Fresh Meat
Jun 28, 2010
51
0
0
Bayou La Batre, Alabama
One of the most effective tactics used by the U.S. in Vietnam was their employment of artillery and helicopters. They would level an area with a salvo from their howitzers while the helicopters full of mean green fightin' machines were already en route. Just moments after the shells landed, the birds would be on the ground unleashing hell.

I haven't exactly considered all the angles, but here's what I was thinking... Assuming the primary gametype is similar to what's seen in RO1/RO2/RS, I suggest a change to the formula. Instead, why not give the Americans a goal or series of goals that they must complete, but instead of spawning back at base, the spawn point is set by the commander, helicopters, artillery, the whole nine. So the NVA/VC have to find this base and eliminate it to win. What makes this interesting is if you allow the Americans to place this almost anywhere on the map. The NVA/VC will have to first find the "base", then they can start a tunnel to it, then attempt to destroy it. You could call that game over if the "base" is destroyed or you can just charge an assload of tickets to make a new one. Hell, you could take it a step further and give the Americans the ability to trade large amounts of tickets to have multiple spawns.
 

nymets1104

Active member
Dec 18, 2012
2,432
24
38
USA
I think new and fresh approaches like his would be great for RS2. This reminds me a bit of the fob building in PR. Good ideas!
 

foln

FNG / Fresh Meat
Jul 13, 2015
91
13
0
This does sound great and I'm sure there are easy ways to successfully implement something like this.
Definitely supporting this idea!