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Stickler

Capture or Liberation

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I've been thinking of some ways to possibly improve the standard idea of capturing a point in military games. I also believe that this would help reinforce why armies are dispatched for situations described in Armed Assault, and may give some insight into the conflict in Iraq.

I love the fact that OFP as well as Arma have civilians in the game. I love how cities are actually full of people and not empty with a couple broken cars in them. Battlefield 2 and other games that emphasize capturing a point, like a sort of flag capture or arena type military game play, tend to stray from the real reasons a military is used and why soldiers volunteer to fight over seas. It is because of these civilians and the threat to their daily lives that soldiers and countries come to their aid. Iraq is a good example. My biggest problem, and disappointment, with Armed Assault is that they don't use the civilians as much as I wish they would. I myself do not own the game nor the demo, the computer I am currently using for the internet has less ram than my brother's PSP, but from what I hear Armed Assault has also gone the way of Battlefield in it's gampleay or strategy for capturing cities. This is my idea and suggestion for how to change this as well as a question to mod makers out there whether this is possible in Armed Assault because if so I would love to create a mod that uses this idea.

My idea revolves around the idea of civilian fighters. Not in the sense of terrorists as is so widely used today but rather in the sense of a people trying to preserve their own way of life no matter what. My idea is to Liberate rather than capture a city. Instead of capturing a piece of land you are showing the people in that city that you are there to help not to hurt them. And if you show little care or compassion for the civilians of that city you worked so hard to fight for then you may find the same lack of compassion or grateful response you were looking for. I was wondering if it was possible to implement a script, or possibly and entire new game play mechanic, that gives a consequence to the player based on how they treat the locals after they've expelled the enemy forces from the city. I would also like to know if there was a way to automatically create a group of resistance fighters, dressed in regular civilian clothing maybe modified, that will fight back if you go in guns blazing without any care for who is in the way. It is essentially a sort of persuasion strategy that may help or hinder you when fighting for these cities. If you're nice to the civilians they may help ypou defend when you find yourself on the end of a counter attack or you may find yourself fighting an enemy from within as well as forces trying to get into the city.

If this is possible, which I don't see why it can't be, then if anyone else has any suggestions of how it can be implemented or any ideas that would improve upon it I would like to hear them. I've never created a mod for any game and I was hoping to create a game play change rather than models or islands. I believe this type of game play can also be implemented into CTI type games. Saying it won't work isn't a suggestion. If it won't work then tell me why. I'd like criticism followed by a suggestion or reason. Thanks.

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This could possibly go into the ArmA - User Missions forum.

I really like this idea. I might consider using this idea in a mission that me and karrillion are currently finalizing.

Would be a little tricky, wonder how you could do this. All you had to do is capture the town and not shoot anyone in it, then they would still be neutral? So the 1st team to kill X number of civis becomes the infidel for that town?

Its very possible.

In more detail, how would the whole capturing of towns work if not a sector control or flag control?

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