Hunted Gameplay Rules & Procedures Discussion

Bear Cavalry

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Jun 30, 2008
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I think its a good idea. I think it could be implemented on a select number of maps but i think the biggest reason it couldnt work today was because of the amount of people that didnt understand the concept. maybe we should put some rules in writing, hammer out the details and make it a weekly event, it sounds like it could be a lot of fun.
 
If hes referring to the idea where one player is beaconed and must be escorted, he means Hunted. Its like the TFC version, one play has to be escorted to a certain point to win. The one team must protect him and the other must assassinate him. Game ends if the "hunted" player gets killed or makes it to the designated point. To help differentiate between the hunted and normal players, the hunted will be beaconed.

Heres an example of a simple objective of getting him through for Sinjar

The Marines start at the bottom of the road near A and must escort the hunted past both bridges and reach the end of the road. The Insurgents get 4 minutes to plan and set up ambush points. After the 4 minutes, the Marines are allowed to start their movement. Once the hunted reaches the end of the road or is killed, the game is over
 
Oh i see. This sounds like an awesome idea, I'd really like to see this working on a server. I can just imagine it now, you going past a couple of builds... all is quiet.. then BAN 5 ins jump out from the balconies and start pelting down heavey fire, while the marnines dodge for cover. I would definatly be in favour of this!
 
I'm moving this to the main discussion, this is going to be used at the new event, we need to set up the rules and hammer out the game play issues to make it work for INS (and we got pretty close last night)
 
Also, I think the hunted should be forced to be the engineer or sapper class since it is the only class that has one of on its team. This could help prevent people trying to duplicate the Hunted person with another class, i.e. riflemen
 
Thats a good point but i think rocket class should be banned for this type of game. It'll too easily kill.
 
Oooooooooooooo.......... Well those are some great Ideas.. Now for a bit of a remix.
So far i've read what all the people said and i've been thinking, Insurgency is a game that is different, game style wise. Now i made this up and told bear about this too and i was thinking that maybe i should spice things up every now and than.

Ok to stop my chatter, I've been thinking. In maps such as Almadan and those objective sort of maps (sinjar, Karkar, uhhhhhhh forgot other big maps) Iam just basically thinking that We should start off with first moving the insurgents to the very BACK of the map, opposite that of where the marines are at and would start from (maybe the very LAST insurgent spawn ... Dunno about sinjar in that situation....... Maybe for sinjar it could be Bravo with which the Insurgents are to defend and prevent from the Hunted from reaching the goal.

AFter doing so, Marines than have time to prepare and set up in locations throughout the map where the VIP/Hunted (marine) will have to move through. Ofcourse there will be limits to how close the marines can set up near the insurgents and maybe the limit might be that if an insurgent sees are marine, he is permitted to shoot him on sight in order to remind the other marines to stay further back.

After the marines have done there set up they should also in the process capture all the spots so that when the match starts, Insurgents dont just start spawning in the first spawning location of the map (that would just end the game too fast and would suck basically)

ANYWAYS, So when the marines are done setting up, the game starts with the Hunted marine having to reach the place where the insurgents start from while not getting killed along the way by the insurgents who (when the game starts) are to kill the hunted in anyway possible.

Aight now i've also been thinking that maybe the insurgents should have the hunted due to their long spawn times in comparison to the marines and the fact that they have open or big sort of areas where they would spawn in while marines have this one specific area where they can just wait for the insurgents to rush them in. Also, most maps are basically where insurgents have the objectives (almaden) and the marines have to push up......... right? So reverse physics of the game play like in almaden would be perfect for Marines to just wait while insurgents set up. oh and ofcourse in almaden like maps, the hunted Insurgent should start from the VEry back (delta for Alamaden) and move his/her way up (Marine Spawn) ..

P.S Aight well i think the rules are okay but i've only managed to talk most often about maps like Almaden and Karker .... About the other maps........... I'll post later on. ANyways, what do you guys think?
 
Uhh,a little confused,although i do get what you are saying,but isn't the team who is suppose to kill the hunted setup instead of the team with the hunted setup?
 
Uhh,a little confused,although i do get what you are saying,but isn't the team who is suppose to kill the hunted setup instead of the team with the hunted setup?


Well ........... Think about it bro... Just imagine the team trying to kill the Hunted to set up? And especially in Insurgency.. There will be NO way and i gotta tell you......... NO way the team with the Hunted will EVER penetrate through it... I'll give you Sinjar as an example. You know whent the INsurgents set up right? NOW just imagine the marines going up the hill with the hunted........ Man how much would that suck? i would be making a movie called
"Mow down xXx"
 
I was thinking to have no respawns so that we can change the teams so both teams can play as hunted quicker and more players get to be the person being hunted. For less confusion, lets just call that person the VIP.

i.e. The marines start with the VIP and must escort him to the end of the road on Sinjar. After x amount of rounds, the teams change and the people playing as marines play as Insurgents and get to defend now. The round ends when one team has each player dies once or the hunted is killed.
 
I was thinking to have no respawns so that we can change the teams so both teams can play as hunted quicker and more players get to be the person being hunted. For less confusion, lets just call that person the VIP.

i.e. The marines start with the VIP and must escort him to the end of the road on Sinjar. After x amount of rounds, the teams change and the people playing as marines play as Insurgents and get to defend now. The round ends when one team has each player dies once or the hunted is killed.


Now thats a great idea... What worries me here and is guarrenteed to happen is whether the server will shut down when players have no respawn. Game too buggy in my point of view which is why iam just setting out a game play suitable for insurgency and has all conditions met for a normal gameplay that is enhanced to allow a Hunted gameplay to occur. Remember the Idea lab and how a little tinkering got the server to shut down like 15 times lol.
 
Now thats a great idea... What worries me here and is guarrenteed to happen is whether the server will shut down when players have no respawn. Game too buggy in my point of view which is why iam just setting out a game play suitable for insurgency and has all conditions met for a normal gameplay that is enhanced to allow a Hunted gameplay to occur. Remember the Idea lab and how a little tinkering got the server to shut down like 15 times lol.

well, we dont have to change any settings, just trust the judgement of people that they wont get involved with the fight once they die. I trust that our members are honorable enough to live up to the 1 life rule.
 
well, we dont have to change any settings, just trust the judgement of people that they wont get involved with the fight once they die. I trust that our members are honorable enough to live up to the 1 life rule.

YEa sory about that. I misinterpreted what you said the fist time :p
I thought you said no respanwns as in being Unlimited for both sides :confused:
Yea i get what you mean and iam sure all the edge players can abide by the rule you mentioned
 
Think about this irl. We are crossing two different setups. One, you have a VIP on friendly turf, and outsiders are trying to get in and kill him. Two, you have a VIP that you are trying to move through an area, or support him while he completes a task.

Totally different setups.

In the first one, the Marines could set up a permiter around the VIP and try to keep him hidden for a given amount of time. The VIP is free to move around, but as such, he is the objective, so you would want to keep him in cover.

In the second setup, the VIP needs to get through the area, so a dropzone/AOO entry for the spawn. Then you would want an extraction zone, or somewhere the VIP needs to get to and maybe spend 120 seconds staying alive to complete his mission.

So lets make sure that as we toss out ideas, we are all talking about the same scenario.
 
I agree with Khos. The hunted would be extremely disadvantaged. The "VIP" would have to have extra armor like in cs so that the hunted has a chance to find cover, etc. when being shot (as opposed to one bullet in the leg mortally wounding him). Then give him only a pistol so he isn't completely overpowered with a rifle or whatever. I really like the concept of this game idea though.
 
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YEa sory about that. I misinterpreted what you said the fist time :p
I thought you said no respanwns as in being Unlimited for both sides :confused:
Yea i get what you mean and iam sure all the edge players can abide by the rule you mentioned

I am sure all our Edge players can abide by it, but what about all the other people? :confused: Is our server locked up during this period of time?

If not, we also have to put the public players into consideration, not just our group. :cool:
 
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