Topic: Suggestion(s) for interior maps

Hey there. I've been lurking on the forums for a few weeks now, and have finally decided that I may as well throw some of the ideas I've though of out there. Maybe I'm about to be eaten by the forum sharks... but the water looks nice, so I'm gonna jump in!

One of the biggest disappointments for me in vanilla BF2142 is that interior combat is both sparse, and imbalanced. I had the same complaints in BF2, and I thought that Titan mode might be the solution. Heh, fat chance - Titan mode turned into a 'nade-spamming grind, usually won by capping silos on the ground below, which is exactly what Conquest was anyways.

But the Star Wars series has plenty of options for good interior battles. There's still plenty of room in the mod for maps, as far as I can tell, and unless the mod team has grandiose plans for the future, I don't think that there's anything planned after the Trench and Hoth.

As far as I'm concerned, interior maps that have even teams are bad. I point you to Titan mode, where neither team can advance save for a lucky grenade. The thing is, on standard maps there's plenty of room to outmaneuver and outflank enemies, and vehicles provide ample possibilities for breaking through defences. Interior maps have no vehicles and, given restrictive corridors, minimal options to flank, making defensive positions hard to penetrate. I aim to change that in one way: give one team a vast drawback, making it difficult for that team to survive in a pitched firefight. The weakened team would, naturally, have an asymetrical objective that they can still complete, making for an even fight - the key is that pitched battles would be difficult. Battles would remain mobile, because the weakened team would be constantly on the move to avoid being routed.

Suggestion 1: Star Destroyer Seige
Plot: "Rebel operatives in deep cover have successfully hacked into Imperial work logs, and have planted a glitch in the system. As a result, all Imperial Troopers have been removed from <insert ISD name here>, leaving the ship defended by only a skeleton crew of pilots and technicians. We have dispatched a boarding team, with the goal of either seizing or critically sabotaging the <ISD name> from the inside. Imperial transmissions indicate that our team has been detected - we must seize the bridge before enemy reinforcements arrive!"
Note that I really know nothing about the various SW lore from books, etc. - I'm trying to create a more general situation.

Setup: The Rebel team would start with a single control point, at one end of the ISD's command deck. The rest of the deck would be under Imperial control. Rebel forces would be able to spawn as normal, but Imperials would only have a modified Pilot kit available. This kit would contain a knife, pistol, and a choice of one support item (either Bacta, Ammo, or Defib), chosen via the unlock interface. Lorewise, the pilots are using whatever they have available to defend. The map would be a Push map, with Rebels overrunning each point. To win, the Rebels would have to capture the Bridge, which would require the capture of all other points on the map as well. The Rebels would be suffering ticket bleed as long as the Bridge remains in Imperial hands - naturally, the Imp's goal is to bleed the Rebels dry, at which point reinforcements would theoretically arrive, and the map ends.

Given as how the Imperials have minimal firepower, Rebel troops would easily smash through control points. The Imperials would have a number of non-respawning static defences at each CP. (The map would be balanced via the number of statics deployed) This would slow down the Rebels, as they'd have to destroy static guns, then eradicate the defenders, then seize the point. The Imperials, meanwhile, would be doing their best to slow down the attack. They would have unlimited tickets, losing only if they are pushed off the map by the capture of the Bridge.

Suggestion 2: Blockade Runner Boarding

I don't like this idea nearly so much, but I may as well throw it out there...
This map would be setup in the spirit of Episode 4's opening scene, with the Blockade Runner being boarded by Imperial forces. To make life a little more interesting, however, the plot would dictate that the ISD's bottom-side sensors have been damaged in the fight, resulting in the lower Turbolasers being unable to target small objects. The Rebel's goal, then, would be to escort troops to the escape pods in the depths of the ship (where, unlike the movie, they'd have a chance of getting away alive). The Imperials, obviously, will try to stop them.

Now, it's obvious that kits don't drop on death for a reason. My question is: would it be at all possible to implement pick-up kits? The concept is, the Rebel ship would have some troopers on it, and the easiest way to keep them low in number is to limit them via pick-up kits. All Rebels would spawn as Pilots... but they could grab one of a few kits to get a rifle, maybe a grenade or two. If pickup kits are impossible, then Trooper would have to be a spawn option... but only Trooper. No Medic, no Support, and definately no Heavy Weapons. The Pilots themselves would be armed with a knife, pistol, and chosen support item, like the last suggestion - they might also get a smoke grenade, to make life a little easier. Naturally, Imperial troops would have all the normal spawn options, giving them a huge advantage.

The gameplay itself would be like an infantry version of Escape from Hoth. Rebel Pilots (but not Troopers) that reach the Escape pods would subtract a ticket from the Imperials and would respawn. Pilots (again, not Troopers) that are killed by the Imperials would subtract Rebel tickets. Imperial deaths would have no effect on Imp. tickets. Therefore, the entire round would hinge on the ability of the Rebel Troopers to fend off the Imperials while the Pilots run past.

Rebel spawn points would be defended with static weapons, either auto-targeting or manual. Either way, spawn points would be a challenge for Imperials to seize. Once taken, CPs cannot be retaken by the Rebels (the Imperials kill off all survivors at that point). Static defences would give the CPs a fighting chance, encouraging Imperials to stick to the hallways. They'd also give Pilots a chance to avoid 'camping' by the Imperials, which is likely to happen otherwise.


As I said before, I know little about game lore, and even less about the designs of the mod team. Feel free to shoot me down. (although I'll try to repay the favour next Community Game!)

If this is a signature... why doesn't the bank accept it on cheques?

Re: Suggestion(s) for interior maps

Hey man great ideas, i Love the first one it sounds pretty neat with the push mode and whatnot

_________________________________________
Join the FS xfire group! http://xfire.com/clans/FSCG/

Re: Suggestion(s) for interior maps

I like your ideas, but he devs said that they won't do pickup kits...

Retarded decision if you ask me, but I don't want to get into another debate about it.

http://i12.photobucket.com/albums/a202/ty2d2/fsprsig2.gif
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."
Andrew Rilstone

Re: Suggestion(s) for interior maps

Yeah, I was fairly sure that the manual (or was it the FAQ?) said something along the lines of "not having kits because of interference with radio commands." This was directed towards kits dropping on death, though, so I thought I'd try my luck smile Either way, the second suggestion would (hopefully) still work by allowing players to spawn as Troopers with stripped-down equipment (no grenades being the big one, obviously no binoculars, and possibly no scanner) - it'll just require more Rebel teamwork, because someone's gotta spawn as a Pilot or there's no way for the Rebels to win... they'll slowly get eaten up and overrun.

If this is a signature... why doesn't the bank accept it on cheques?

Re: Suggestion(s) for interior maps

Yeah excellent, the only thing i'm worried about are that some
people might be upset about the defending teams low power
fire power

Re: Suggestion(s) for interior maps

Yeah, the devs have said that they're not going to do pickup kits. I'd be fine with pickup kits for special weapons only and no other weapons dropped upon death, but the decision appears to be set in stone.

"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage."
--the awesomeness that is Boatmurdered.

Re: Suggestion(s) for interior maps

Just thinkin there to cut down on corridor battles you could have one control point in a sort of hall room.  maybe some boxes scattered around for limited cover.  That would be the pivotal point in the battle?

The Dark Side leads to abilities, some consider - unatural...
Emperor Palpatine