FOG OF WAR
This idea depends upon whether or not sight-distance can be controlled server-side.
Mods place all AI on the map for this Invade and Annex mission- some in defensive positions, some on patrol. Sight distance is reduced map-wide to 100 or even 50 meters. Enemy positions could be map-displayed as usual, or for a bit more tension and excitement, display no icons.
This mission eliminates the get-on-high-ground-and duck-shoot methods we all use much of the time. This is down-and-dirty dig-em-out warfare that would encourage the support of team-style play. Could make for some really intense play.
Successful defense of an area
This mission might be best played as a special event. It would consist of five chapters, or segments. Each of the segments represents a different location within a larger overall defense area, and the five chapters would theoretically be representing a single large attack that would be occurring at the same time in all five segments.
A group of players would spawn into a segment. They would have a limited amount of time to set up a defensive perimeter within a specified radius and defend it successfully from an enemy attack. Players can NOT re-spawn…..dead-is-dead…..for this particular segment. If the group is overwhelmed it is a loss.
The same players now re-spawn into segment number two, which takes place on a different area of the map, and they go again.
Three out of five wins represents success for the mission. Unless there is a way to allow “dead” players to still view the action after they die, perhaps this style of play might not be possible, as the dead players would just be on hold somewhere waiting to spawn into the next segment.
I like the idea of having the threat of being taken out of the action for some period of time. Now, “death” takes on real meaning. You really are out of the game – if only for ten minutes. This type of mission also builds teamwork and reliance on fellow players.
An enemy task force has infiltrated a friendly weapons development facility and placed several timed explosives to blow it. Their column is now racing to escape before it blows. Onboard one of the retreating vehicles is a briefcase with the code that will de-activate (or electronically de-fuse) the bombs. Friendlies must intercept the convoy and capture the briefcase before the bombs blow.
The escaping convoy is a mix of IFV’s, maybe a tank or two – to slow their retreat (could be used as a timer of sorts), maybe a few pickups with mounted weapons, and most importantly, three truck loads of infantry.
Attacking forces cannot mindlessly destroy the infantry carriers, as the target briefcase is in one of them. All other vehicles are fair game. The scenario is triggered by the first friendly shots. When it happens, the convoy vehicles will scatter into defensive positions and the three truck loads of infantry will dismount and also move to defend. The friendlies must overcome the adversaries and reach the three undamaged trucks to find the target before the explosives go off at the weapons facility. Mission failure would be announced by a horrendous blast off in the distance.
Variations would occur depending upon when and where the friendly attack begins. The differing parts of the map the convoy would be passing through would determine what type of defensive cover enemies could take advantage of at the moment of the trigger, so a location should be chosen that allows the convoy to traverse a variety of terrain in a relatively short time. Not including slow-moving armor might allow for quick transitions through the map, making quick friendly action part of the strategy – ie. Where’s the best place to attack the convoy?
This scenario could entertain both ground and air forces, but both segments would have to be very precise when targeting, so as not to destroy the infantry carriers. The time limit set for the explosives to trigger obviously can be used to alter the urgency ind intensity of the mission.