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Multiple Advance And Secure (MAAS) GameMode.
=What is Capture The Base?=
Game mode idea WIP for ArmA2.


This is a project maturing since now half a year


= Description =
Capture The Base is a PvP mission, mixing stuff from various origin, derived mainly from 2 game modes :
* Advance And Secure, the Joint Op adaptation on ArmA
* Ennemy Territory concepts
In essence, it is an Attack/Defense mission, with zones capture done in a Capture & Hold fashion


== Goals and mechanisms ==
= I) The Game =
MAAS is a PvP zone control multiplayer mission.
2 sides compete to get control of ennemy main sector.<br>
Each side start with control of their backyard respawn (non enterable by ennemy), their main sector adjacent to the backyard zone, and a number of sector between their own main sector and ennemy main sector.<br>
Sectors must be taken "in sequence", you can take a sector only if controlling an adjacency sector. You must thus gain ground toward ennemy main sector to be able to attempt taking it.<br>
Several paths of adjacent sectors exists between the two side's main sectors, leaving multiple possibilities to advance toward the ennemy (thus the "Multiple" in mission name)<br>
The winning team is the first one controlling the ennemy main sector.


== GamePlay designs ==
One team of attackers must seize a serie of zones defended by a team of defenders.<br>
The goal of the attackers is to capture the last of the defender's zone.<br>
The attackers have a time limit to acheive their goal


=== Class based ===
Zones are linked together and attackers must take them in order before reaching the defender's final zone. There may be several different path of linked zones to reach the defender's last zone
Gamemode is class based, player chosing his class at respawn time, which will limit his possibilities
* Soldier classes are bearing heavy weapons, MG, launchers, grenade launchers, sniper rifles
* Medic class can heal but has basic weapons
* Engineer class is central for many important features for the rest of the team, mainly driving support vehicles & respawn vehicles, building power plants and vehicle factories.
* Crew class is the only one driving armored vehicles, and gunning/commanding tanks
* Pilot class is the only one piloting aircrafts
* Spec Ops class (future) will have possibility to make operations in ennemy back area, to disrupt their capabilities
* Field Ops class (future) will have possibility to place artillery pieces and call in artillery strikes


=== Respawn System ===
 
The respawn points can be :
= II) The Game Play =
* Main backyard respawn
 
* Town respawn building in controlled sectors
CTB has some very specific designs that differ from other Arma 2 missions. These designs were not done with realism in mind, it is not the goal of this mission. CTB is more about gameplay.
* Respawn vehicle deployed
 
* To be determined : independant spawn point (can be taken by anyone at anytime) around towns like in Warfare
== A) Classes ==
Coming from Ennemy Territory is the concept of classes in CTB
The unit class you chose at spawn time will give you some abilities, and prevent you from doing everything. Your class will usually dictate your actions in game.<br>
Each class is divided in several Roles with specific abilities within the class.
 
The classes are :
* Soldiers
* Medic
* Engineer
* Scout
* Spec Ops
* Crewman
 
=== 1) Soldiers ===
''Roles :''
* Grenadier
* Automatic Rifleman
* Light Anti Armor
* Heavy Anti Armor
* Anti Air
 
''Abilities :''
* Count toward the units count for zone capture. Need to be on foot and within zone range to count
* Anti Air units can operate gun of some specific anti air vehicles
 
=== 2) Medic ===
''Roles :''
* Medic
 
''Abilities :''
* Can heal
* Can drive and deploy MHQ. MHQ, when deployed, acts as a spawn point for troops.
 
=== 3) Engineer ===
''Roles :''
* Engineer
 
''Abilities :''
* Can drive Repair Truck for vehicle support
* Can drive Ammo Truck, and drop and setup ammo crates from the ammo truck.
* Can drive Utility Truck, and setup facilities in friendly zones to ease vehicle deployement
 
=== 4) Scout ===
''Roles :''
* Sniper
* Heavy Sniper
 
''Abilities :''
* Long range weapons
* Ghillie suit
 
=== 5) Spec Ops ===
''Roles :''
* Spec Ops
 
''Abilities :''
* Silenced weapons
* Satchel Charge. The stachel charge in CTB can only be used with a 30 seconds timer. It cannot be remotely detonated. Satchel charge is the only weapon able to destroy a Facility deployed by an Engineer.
 
=== 6) Crewmen ===
''Roles :''
* Crewman
* Pilot
 
''Abilities :''
* Can drive, gun and command armored vehicles and air vehicles
 
== B) The Vehicles ==
Vehicles in CTB are available in limited quantity.<br>
Each side as a set of available vehicles, in the safe area owned by each side at the back of fight zone. Vehicle can be driven from there to the front. They will respawn there if destroyed or left empty long enough<br>
 
To ease the deployement, Facilities can be used. Facility may exist (or be deployed by Engineers) in friendly zone areas. From the Facility, a player can call a vehicle from the safe zone directly to the Facility, if he is of the correct class to drive the vehicle. He will be placed in the driver seat directly. <br>
Some vehicles from the safe zone cannot be called through Facilities, usually air vehicles. The player who wants to use these vehicles should spawn at the safe zone (called "BackSpawn")<br>
 
For classes without vehicle access, the main bunker in friendly zones can be used to create a car for transportation. Car creation is limited in time to avoid too much creation.
 
 
= III) Mission makers area =
 
CTB is made to ease the making of mission from a template.<br>
The step to make a new mission from the template should ultimately be :
* place the different zones (move existing ones, and copy/paste to create new ones) on the map, and change the init field to make them initialized properly (starting ownership, linked zones, associated marker)
* place the vehicles in the Safe Zone, and change the init field for correct initialization
* change some triggers, mainly end game detection
* add or remove players spots by creating or deleting playable units
* change parameters in the common\initCTB.sqf file to setup things like spawn timers, zone capture size, classes list, roles list, vehicle permissions settings, etc...
<br>
<br>
At each death, player will have a respawn screen listing the possible classes and a list with the closest of each 3 (4) respawn types listed above (ie, main backyard respawn, closest controlled town respawn, closest deployed respawn vehicle - nota : anyone having played Planetside will see some similarities :) )
There is still work to do to acheive this goal
<br><br>
<br><br>
Corpses of death player will be stripped from weapons immediatly and decayed shortly after
= IV) Project dev and information =
The CTB project has a dev space at Dev Heaven (thanks to all the crew here for outstanding support to mission making and modding community!).<br>
You can visit DH CTB space here :
* http://dev-heaven.net/projects/show/whis-maas
<br>
<br>
 
You'll find beta versions of the mission, as well as source files repository, for looking at the ugly coding done so far ;)
=== Capturing sectors ===
Zones will be capture in a C&H way, getting superiority inside a capture zone for a fixed amount of time.<br><br>
Future : Zones will be taken after a set of successive actions have been done, actions needing specific class for each.
<br>
<br>
=== Vehicles ===
You can report found bugs in the project's bug list :
Each side will have a limited stock of vehicles, to put vehicle control on the map.<br>
* http://dev-heaven.net/projects/whis-maas/issues
They will be respawned on destruction or non-usage for a lont time.<br>
Their respawn area is in the backyard respawn zone of each team.<br><br>
There is a way to get vehicles from the stock directly in a forward sector under player's side control, by using vehicle factories.<br>
Engineer can build 1 vehicle factory in each sector under control. This factory is active provided a "power-chain" exists from the backyard zone to the forward sector.<br>
2 options possible for active "power chain" :
* A power plant must exists in each sector from the backyard zone up to the forward sector considered
* A chain of power plant separated by no more than a determined distance (1500m?) must exists between backyard zone and forward sector considered.
<solution to be determined on implementation><br>
Power plants are not destructible by normal means (using "Hit" EH), but can be sabotaged by specific classes.
<br><br>
For transportation, every player will have the possibility to spawn a car or truck in each towns of their controlled sectors (these cars & trucks are not part of the vehicle stock of their side).
=== AI ===
Usage of AI will be supported by a mission parameter.<br>
By default, players can't get any AI.<br>
A mission parameter will set the maximum size of each squad, between 1 (player only) and 6.<br>
In case AI are activated, players can get their squad members at the barracks building in the backyard zone. A list of squad type will be presented to players, prefilled with specific unit types (AT, AA, support, etc...). The player won't be able to chose the unit type of each squad member.<br>
When getting a new AI squad, any AI already under player control before buying the new squad will be deleted, ie the player starts anew with a completely renewed squad from the backyard zone.<br>
Option to analyse : barracks that can be build by engineers, working in a similar way to vehicle factories, to permit getting AI squad from any controlled sectors.<br>
AI units won't have all the possibilities of player units (example : AI units can't drive supply truck used by engineers to buils factories)
 
= Realisation =
Project currently in the very initial phase of conception :)
* Class Based Respawn System : In development
* Vehicle respawn system : In concept
* Capture system : In concept
* AI management : In concept<br><br>
Interested in any comment and help for this.

Latest revision as of 15:40, 17 November 2021

What is Capture The Base?

This is a project maturing since now half a year

Capture The Base is a PvP mission, mixing stuff from various origin, derived mainly from 2 game modes :

  • Advance And Secure, the Joint Op adaptation on ArmA
  • Ennemy Territory concepts

In essence, it is an Attack/Defense mission, with zones capture done in a Capture & Hold fashion

I) The Game

One team of attackers must seize a serie of zones defended by a team of defenders.
The goal of the attackers is to capture the last of the defender's zone.
The attackers have a time limit to acheive their goal

Zones are linked together and attackers must take them in order before reaching the defender's final zone. There may be several different path of linked zones to reach the defender's last zone


II) The Game Play

CTB has some very specific designs that differ from other Arma 2 missions. These designs were not done with realism in mind, it is not the goal of this mission. CTB is more about gameplay.

A) Classes

Coming from Ennemy Territory is the concept of classes in CTB The unit class you chose at spawn time will give you some abilities, and prevent you from doing everything. Your class will usually dictate your actions in game.
Each class is divided in several Roles with specific abilities within the class.

The classes are :

  • Soldiers
  • Medic
  • Engineer
  • Scout
  • Spec Ops
  • Crewman

1) Soldiers

Roles :

  • Grenadier
  • Automatic Rifleman
  • Light Anti Armor
  • Heavy Anti Armor
  • Anti Air

Abilities :

  • Count toward the units count for zone capture. Need to be on foot and within zone range to count
  • Anti Air units can operate gun of some specific anti air vehicles

2) Medic

Roles :

  • Medic

Abilities :

  • Can heal
  • Can drive and deploy MHQ. MHQ, when deployed, acts as a spawn point for troops.

3) Engineer

Roles :

  • Engineer

Abilities :

  • Can drive Repair Truck for vehicle support
  • Can drive Ammo Truck, and drop and setup ammo crates from the ammo truck.
  • Can drive Utility Truck, and setup facilities in friendly zones to ease vehicle deployement

4) Scout

Roles :

  • Sniper
  • Heavy Sniper

Abilities :

  • Long range weapons
  • Ghillie suit

5) Spec Ops

Roles :

  • Spec Ops

Abilities :

  • Silenced weapons
  • Satchel Charge. The stachel charge in CTB can only be used with a 30 seconds timer. It cannot be remotely detonated. Satchel charge is the only weapon able to destroy a Facility deployed by an Engineer.

6) Crewmen

Roles :

  • Crewman
  • Pilot

Abilities :

  • Can drive, gun and command armored vehicles and air vehicles

B) The Vehicles

Vehicles in CTB are available in limited quantity.
Each side as a set of available vehicles, in the safe area owned by each side at the back of fight zone. Vehicle can be driven from there to the front. They will respawn there if destroyed or left empty long enough

To ease the deployement, Facilities can be used. Facility may exist (or be deployed by Engineers) in friendly zone areas. From the Facility, a player can call a vehicle from the safe zone directly to the Facility, if he is of the correct class to drive the vehicle. He will be placed in the driver seat directly.
Some vehicles from the safe zone cannot be called through Facilities, usually air vehicles. The player who wants to use these vehicles should spawn at the safe zone (called "BackSpawn")

For classes without vehicle access, the main bunker in friendly zones can be used to create a car for transportation. Car creation is limited in time to avoid too much creation.


III) Mission makers area

CTB is made to ease the making of mission from a template.
The step to make a new mission from the template should ultimately be :

  • place the different zones (move existing ones, and copy/paste to create new ones) on the map, and change the init field to make them initialized properly (starting ownership, linked zones, associated marker)
  • place the vehicles in the Safe Zone, and change the init field for correct initialization
  • change some triggers, mainly end game detection
  • add or remove players spots by creating or deleting playable units
  • change parameters in the common\initCTB.sqf file to setup things like spawn timers, zone capture size, classes list, roles list, vehicle permissions settings, etc...


There is still work to do to acheive this goal

IV) Project dev and information

The CTB project has a dev space at Dev Heaven (thanks to all the crew here for outstanding support to mission making and modding community!).
You can visit DH CTB space here :


You'll find beta versions of the mission, as well as source files repository, for looking at the ugly coding done so far ;)
You can report found bugs in the project's bug list :