- Joined
- Nov 5, 2011
- Messages
- 354
The Battlefield Event Coordinators proudly present,
Event Type: Private/Inter-clan
Game Mode: Conquest/Rush
Server Setting: Hardcore
Friendly Fire: ON
Health Regeneration: OFF
Killcam: OFF
Vehicles: Depends on Map
3D Spotting: OFF
Tickets: 100
All unlocks: Enabled
Player Heath: 100
Bullet Damage: 100
Player Respawn Time: 100
Event Length: TBD
Number of players: Pending attendance
Maps: Depends on Territory Attacked
Rules: Standard eGO Rules apply: No Exploiting, No Attacking/Entering Uncaps, and No going out of bounds for any reason
Objectives:
Premise
The pre-campaign is carried out in several steps. The Head Commanders and War Admins will meet at least two days prior to the start of a campaign and discuss the first two steps. Step 3 needing to be done at least 24 hours before the first day of the campaign.
1. Territory Selection
2. Map Selection
3. Map Placement
Territory Selection
During the territory selection, the two commanders will take turns picking territories off the map. The side that goes first will be decided initially by a coin flip. This continues until all territories are chosen.
Map Selection
After territories are chosen the two commanders will take turns picking maps from a map list. The number of maps chosen will correspond with the number of territories. The side who picked second during Territory Selection picks first.
Map Placement
Map placement is done privately by the head commanders. They?ll assign their list of maps to their respective territories and submit it to the War Admins 24 hours prior to the first day.Days of War
Victory Conditions
This will tentatively be a bi-weekly event on Saturdays at 8 EST.
Saturday, September 1st. Head Commanders will be announced giving them a week to decide how they'll organize their armies.
Thursday, September 6th. Meeting time TBD. Head Commanders will meet with War Admins in Ventrilo for a quick territory and map selection draft.
Friday, September 7th. Map Placement will be due for for the War Admins to sign off on.
Saturday, September 8th. First day of the campaign.
Sign Ups
This will be a mixed-clan event, meaning that an army may consist of both eGO members and other clans. Due to this, to help facilitate making the teams, please fill out the following form.
Sign Up Link
NOTE: This is an experimental event. Any rules are subject to change.
Event Type: Private/Inter-clan
Game Mode: Conquest/Rush
Server Setting: Hardcore
Friendly Fire: ON
Health Regeneration: OFF
Killcam: OFF
Vehicles: Depends on Map
3D Spotting: OFF
Tickets: 100
All unlocks: Enabled
Player Heath: 100
Bullet Damage: 100
Player Respawn Time: 100
Event Length: TBD
Number of players: Pending attendance
Maps: Depends on Territory Attacked
Rules: Standard eGO Rules apply: No Exploiting, No Attacking/Entering Uncaps, and No going out of bounds for any reason
Objectives:
Premise
Ever wish your Battlefield rounds had an overarching purpose, a grand scheme if you will. Like the conquest aspects of games like Total War, Risk, or Civilization? This aims to bring a little of that to the Battlefield universe. Each campaign we?ll introduce you to a map where you?ll fight rounds of Battlefield for your faction to gain supremacy over your opponent. All while hopefully providing a non-stressful fun way to experience true teamwork in Battlefield.
DefinitionsWar Admin: Two individuals, (should be at least an EC*), who merely facilitate to ensure the Commanders don?t do shady things such as change a map on a territory after map placement. Mostly just referees and in charge of any behind the scenes things like keeping track of Resource Points.
*Exception: In the event of the enemy army consisting entirely of another clan, one of them may be a War Admin to facilitate mutual trust between the clans.
Head Commander: De facto leader of an army. He coordinates with the War Admins to carry out his attacks. Has final say in all matters of his personal army?s structure is up to him including army strategy and tactics.
Pre-Campaign*Exception: In the event of the enemy army consisting entirely of another clan, one of them may be a War Admin to facilitate mutual trust between the clans.
Head Commander: De facto leader of an army. He coordinates with the War Admins to carry out his attacks. Has final say in all matters of his personal army?s structure is up to him including army strategy and tactics.
The pre-campaign is carried out in several steps. The Head Commanders and War Admins will meet at least two days prior to the start of a campaign and discuss the first two steps. Step 3 needing to be done at least 24 hours before the first day of the campaign.
1. Territory Selection
2. Map Selection
3. Map Placement
Territory Selection
During the territory selection, the two commanders will take turns picking territories off the map. The side that goes first will be decided initially by a coin flip. This continues until all territories are chosen.
Map Selection
After territories are chosen the two commanders will take turns picking maps from a map list. The number of maps chosen will correspond with the number of territories. The side who picked second during Territory Selection picks first.
Map Placement
Map placement is done privately by the head commanders. They?ll assign their list of maps to their respective territories and submit it to the War Admins 24 hours prior to the first day.
This will outline the meat and potatoes of the Campaign. It?s a pretty straight forward sequence.
0. Initiation of Hostilities
1. Attack Phase
2. Attack Rights Transfer
Initiation of Hostilities
The first thing on the first day of a campaign is a battle that will determine who has initial initiative. The two armies will fight two rounds on a Rush map determined by the War Admins. The side that gets the most MCOMs will be declared the side with starting initiative. In the result of a tie the winner is determined by the defender of the quickest round. Unless all MCOMs were destroyed in which case the quickest attacking team wins.
Attack Phase
The side with initiative will inform the War Admins of the territory they wish to attack.
After which the Defending side will choose the side they wish to defend from. Territory Attacks will be played out in a best two out of three fashion. The defender does not have to stick with their chosen side. For example, if they find that the RU side didn?t work out for them they are allowed to attempt to fight the next round from the US side.
If the attacking side wins the two out of the three, the territory will fall under their control. After which they are allowed to declare another territory to be attacked.
Attack Rights Transfer
In the event that the defending team holds off the attacking team and wins two out of three in a territory, initiative then transfers to the defending team and it becomes their Attack Phase.
0. Initiation of Hostilities
1. Attack Phase
2. Attack Rights Transfer
Initiation of Hostilities
The first thing on the first day of a campaign is a battle that will determine who has initial initiative. The two armies will fight two rounds on a Rush map determined by the War Admins. The side that gets the most MCOMs will be declared the side with starting initiative. In the result of a tie the winner is determined by the defender of the quickest round. Unless all MCOMs were destroyed in which case the quickest attacking team wins.
Attack Phase
The side with initiative will inform the War Admins of the territory they wish to attack.
After which the Defending side will choose the side they wish to defend from. Territory Attacks will be played out in a best two out of three fashion. The defender does not have to stick with their chosen side. For example, if they find that the RU side didn?t work out for them they are allowed to attempt to fight the next round from the US side.
If the attacking side wins the two out of the three, the territory will fall under their control. After which they are allowed to declare another territory to be attacked.
Attack Rights Transfer
In the event that the defending team holds off the attacking team and wins two out of three in a territory, initiative then transfers to the defending team and it becomes their Attack Phase.
Victory Conditions
When a side claims at least 80% of the map?s territories, they will be considered near victory. The defending team will then have to halt the attacking teams advance by successfully defending a territory before they are completely wiped out. After taking attack initiative, in order to prevent the enemy from being declared the winner, they will then have to successfully retake enough territories to reduce the enemy to less than 80% without losing initiative.
Once a side, has held 80% of the territories while on the defense or the other side is destroyed that side will be declared victorious.
Special ResourcesOnce a side, has held 80% of the territories while on the defense or the other side is destroyed that side will be declared victorious.
In an attempt to balance the playing field a bit in case one army turns out to be quite overpowering, special items can be acquired via points gained from losses. For every round lost while on the defense the defending team is given one point. This point can later be used to purchase an item from the following list:
Aerial Insertion (3 points)
You equip a division with parachutes. You can launch one attack behind enemy line, allowing you to skip one enemy territory.
Reinforcements (3 points)
You receive extra reinforcements from HQ for the upcoming battle. The enemy needs to win 3 rounds, rather than the traditional 2 on a chosen map. This can be used at the end of a map to extend it one round.
Covert Assault (4 points)
You purchase radar jamming equipment, managing to fool the enemy and catch them off guard. You may choose the side to start on instead of the defenders for a chosen map.
Tactical Strike (5 points)
You order a tactical strike by your parent company, killing all enemy on one territory. You may turn one territory, unless the enemy only holds one territory.
Schedule of EventsAerial Insertion (3 points)
You equip a division with parachutes. You can launch one attack behind enemy line, allowing you to skip one enemy territory.
Reinforcements (3 points)
You receive extra reinforcements from HQ for the upcoming battle. The enemy needs to win 3 rounds, rather than the traditional 2 on a chosen map. This can be used at the end of a map to extend it one round.
Covert Assault (4 points)
You purchase radar jamming equipment, managing to fool the enemy and catch them off guard. You may choose the side to start on instead of the defenders for a chosen map.
Tactical Strike (5 points)
You order a tactical strike by your parent company, killing all enemy on one territory. You may turn one territory, unless the enemy only holds one territory.
This will tentatively be a bi-weekly event on Saturdays at 8 EST.
Saturday, September 1st. Head Commanders will be announced giving them a week to decide how they'll organize their armies.
Thursday, September 6th. Meeting time TBD. Head Commanders will meet with War Admins in Ventrilo for a quick territory and map selection draft.
Friday, September 7th. Map Placement will be due for for the War Admins to sign off on.
Saturday, September 8th. First day of the campaign.
Sign Ups
This will be a mixed-clan event, meaning that an army may consist of both eGO members and other clans. Due to this, to help facilitate making the teams, please fill out the following form.
Sign Up Link
NOTE: This is an experimental event. Any rules are subject to change.
Last edited by a moderator:






















keep the signing up people.