DTAS BF3 Edition

Koshachey

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Apr 14, 2012
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This is a hypothetical game type to play for eGO private matches, as it'd take cooperation to play properly.

Easy Simple Description
-Conquest Mode
-Defending Team picks a Conquest node, fortifies it, says "go.'
-Attacking Team waits at uncap until "go," plots out attack in the meantime.
-Once "Go," timer starts (5/10/15 minutes?)
-Attackers try to take Conquest node being defended by other team.
-Once a player has died, they are "dead" for that round and must wait at uncap until round is over.
-"Dead" can't talk or give away positions!
-If Attackers all die or timer runs out, Defenders win. If Attackers take the node, Attackers win.
-Once the round is over, Attackers and Defenders switch roles, repeat.



Additional Details, Story, Etc.
The way DTAS would be played in BF3 would be on a conquest map. The way it'd work is by having a time limit that'd start once one team had picked a conquest node; the entire team would then fortify that objective. The other team, the attackers, would then try to capture that node. The twist: once you're dead, you're out for the round. Game is over once the objective node is taken, or the attacking team has been eliminated. The timer would be the amount of time one of these two conclusions could be met, or else the attackers lose by default from running out of time (this could be optional, but it's more polite for the dead people who are waiting). You could have all the dead people spawn at the uncaps while they wait so you had a clear idea of who was still alive. To make it fair, the "dead" shouldn't be able to talk and give away positions. You'd want to play this on HC. Since dead stay "dead", kill cams could be on or off. After every round, the teams switch roles so the attackers are now picking and defending a node, etc.

The origins of DTAS: This is something we used to play in a game called Infiltration by Sentry Studios, a hyper-realistic UT99 mod that had more hardcore gun mechanics than even BF3. DTAS stands for "Dynamic Take And Secure." It was a modification to a TDM game where the teams are spawned together at a random part of the map away from each other. The attacking team has roughly 15 seconds to place a flag that acts as the capture point, then they fan out and defend it while the attacking team has only a distance marker to say where it is (35 meter could mean 35 meters in any direction of you, including up). You had to capture the flag by having 2 people on the flag for fifteen seconds.

Alternative gametype for the hard core players:
If you really wanted to make this interesting, let's call this "DTAS, Kosha Edition", or DTASKE. One team communicates over chat that they've selected a landmark on a TDM map, the other team has to discover it and "touch" it, rather than using a node from conquest.
 
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Nice idea. Make sure you post this in the drop box forum so this can get approved.
 
Located at is the bottom of the forums. Great place for future ideas.
 
I like it, but there may be some tweaking involved. Defending points is cool as it adds a rainbow six aspect into the game. Where one defends and the other coordinates an attack. Flag points may be tough as so many of them are in the open. What about defending an object such as a spawn beacon. That way an admin can place it anywhere. One side defends it while attackers have to find it. No respawn of course. That gives you the option to leet the attackers know what the target is, give them a general vacinity, or no hints at all. What do you guys think?
 
I like it, but there may be some tweaking involved. Defending points is cool as it adds a rainbow six aspect into the game. Where one defends and the other coordinates an attack. Flag points may be tough as so many of them are in the open. What about defending an object such as a spawn beacon. That way an admin can place it anywhere. One side defends it while attackers have to find it. No respawn of course. That gives you the option to leet the attackers know what the target is, give them a general vacinity, or no hints at all. What do you guys think?

That could work!
 
I lke tumblis add on but then its rather easy to "accidentilay" find the beacon or sensor and shoot it whit a tank whit a lucky shot. hmm maybe it could work using tactical map programs, i remember back when i used to pwn in the insurgency mod (the best tactical source mod eva :D) we used tactical programs (software which loaded the map whit us beeing able to draw tactics) and gave names to buildings (like "locker room in metro").
If we were able to do that more or using tactical programs where a spot whit a large x could be designated as a target then you wouldn't need to be placing a motion sensor or spawn beacon avoiding the accidently lucky shot.
 

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