Firefight (Mode)

Work-in-progress and discussion for the "Last Days" map pack.

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Firefight (Mode)

Postby Sky_216 » Thu Sep 09, 2010 5:58 pm

First new mode announcement!

Firefight is for the adrenalin junkies......its inspired by one map, Bantha55's Tantine IV. Normally I lcan't stand "realistic" maps for BF2 (BF2 AI not suited for it, getting shot and killed in seconds, lack of cover in some of them makes the whole thing very luck based) - but in the tunnel setting of that map it was fun, involved a little more adrenalin and some actual strategy.
Firefight is an attempt to recreate that kind of gameplay. A few (2-3) shots kills you, using cover is important, running rambo-style into a crowd of AI will result in you being killed. For added difficulty on "Hard" the AI shoot more accurately.
Rules are the same as hunt/deathmatch - kill the enemy, survive. A very simple mode really. the difference is in the gameplay.

There are currently three classes planned (two done), they're virtually the same for both sides....

-Soldier - Simple all out attack, high fire rate rifle, pistol sidearms, health packs and anti infantry grenades.
-Assault - Burst fire Assault rifle, underslung grenade launcher, thermal detonator, demo pack. A bit more strategic, uses cover more. Could in very enclosed spaces.
-Engineer - Support. Armed with pistol, and various support equipment (haven't decide on this yet, leaning towards autoturret and portable shield generator)

As well as being used in various base settings, there's also at least one firefight random map in the works.

Screens (using Tantine IV as test map):
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Re: Firefight (Mode)

Postby Lozza » Mon Sep 13, 2010 7:28 am

Nice idea, are the sides even? Or is it you and a few people against a whole army?

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Re: Firefight (Mode)

Postby Sky_216 » Thu Mar 10, 2011 9:00 am

Minor Updates to Firefight Mode:

- No health packs. All units regenerate slowly instead. If you get hit (and live), get to cover.
- Definitely adding some unique specialist units to each team.
- Might add a couple more gameplay features I have in mind, depends on if they help the general feel of the mode or not.

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Re: Firefight (Mode)

Postby Anakin » Thu Mar 10, 2011 11:05 am

sounds great

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Re: Firefight (Mode)

Postby commander501stappo » Sun Mar 13, 2011 8:54 am

I like the idea with no health packs, it makes it harder.

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Re: Firefight (Mode)

Postby Jendo7 » Sat Mar 26, 2011 6:23 pm

I like new game modes, and this sounds just up my street having enjoyed Bantha's map.

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Re: Firefight (Mode)

Postby Anakin » Sun Mar 27, 2011 7:25 am

just noticed that only soldier, assault and engineer are available.

What about sniper??

or a special Commander??

the Cis would have an other commander with other weapon than the rep/imp/reb.

or would this be too much AI??

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Re: Firefight (Mode)

Postby THEWULFMAN » Sun Mar 27, 2011 7:34 am

Anakin wrote:just noticed that only soldier, assault and engineer are available.

What about sniper??

or a special Commander??

the Cis would have an other commander with other weapon than the rep/imp/reb.

or would this be too much AI??


Sky_216 wrote:There are currently three classes planned (two done), they're virtually the same for both sides....

-Soldier - Simple all out attack, high fire rate rifle, pistol sidearms, health packs and anti infantry grenades.
-Assault - Burst fire Assault rifle, underslung grenade launcher, thermal detonator, demo pack. A bit more strategic, uses cover more. Could in very enclosed spaces.
-Engineer - Support. Armed with pistol, and various support equipment (haven't decide on this yet, leaning towards autoturret and portable shield generator)

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Re: Firefight (Mode)

Postby Anakin » Sun Mar 27, 2011 8:12 am

i already read that

it was just an idea

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Re: Firefight (Mode)

Postby THEWULFMAN » Sun Mar 27, 2011 8:28 am

You do that, and your playing conquest. He wanted it to be different. adding snipers and such wouldnt be so different than what the wanted.

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Re: Firefight (Mode)

Postby Sky_216 » Sun Mar 27, 2011 9:17 am

@anakin, WULF:

I did think about adding snipers for a while, but since this mode is best suited to close quarters, enclosed maps it didn't really work.

The classes available are different from the conquest classes with the same names.

Also, the engineer could be replaced either by map or at random with either a flying unit or a suppression unit. Will update this when get them set up (currently have skins and models for the two CIS ones, but rather unblanced + no effects).

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