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New gametype. Liberty City Private Military Company

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New gametype. Liberty City Private Military Company Empty New gametype. Liberty City Private Military Company

Post  unshapedskills 6th April 2011, 6:01 pm

Liberty City went dark after the 2013 power shortage, the cities police force was rendered completely useless when a insurgent group, Retribution, moved in and took over most of the cities major utilities and buildings. With most of the military already deployed over seas they contracted the Global Humanitarian Unit to play the role of peace keeper and enforcer. With both the factions having the food and water that the city, the refugees must look to them for the answers of this cursed city.

The game is played with two teams, the PMC and the insurgents. The PMC has to either hold major buildings like hospitals, apartments, major Intel centers and the prison, or find and eliminate the insurgents.

So far i have thought up two game modes.
Hold Down
Hold Down is played with both teams fighting over a major building stuffed with supplies needed by both factions in the war torn city. The PMC begins with the building already under control and must defend it until the all the supplies can be removed from the roof. (10% per five minutes) The PMC can fire at people who have guns out and are to close to the building for there liking. If the insurgents hold the building supplies will stop being taken away from the building meaning the PMC must take it back.

Crowd Control
Crowd Control is played with both teams roaming around the assigned area. The PMC has to keep the order, monitor traffic, crowd and stay on the look out for Insurgents, the insurgents on the other hand have to cause the most damage possible.This is a sort of team death match with a twist. The PMC can not fire at the insurgents until confirmed identity, while the insurgents can ambush the PMC with their pistols first and later with their Primary after the PMC's fire back. The PMC can fire at people who have guns out and are to not complying to there orders.

NOTE: Both gamemodes would be absolutely fun with real comm chatter and tactical game play.

RETRIBUTION
The insurgents are not allowed to fly helicopters. The insurgents can use all cars and do anything they want.(shot kill and harm anyone) Insurgents can ambush there enemies with there pistols first and later with there primaries after the target fires back, they can only use the crappy weapons like ak 47's.

GHU
The PMC are not allowed to hurt civilians, steal cars or shoot there guns without proper reason, but are allowed to use helicopters. The only guns the PMC can use are the powerful ones. The only vehicles the PMC can use are SUV's and police vehicles, to get SUV's you can steal them off the streets or from drivers at first game start. To call in evac or air strikes you must call one of your pilots to pick up or air strike. To air strike you must give a proper location based on enemy locations, popular location, landmarks, or your location.

Both teams have two squads.
PMC
Ground Squad
Ground Based, Six man, can call for air support and evac.
Uses four assault rifles, two smgs and one shotgun with deagles. (One of the SMGS has a shotgun instead of deagle.)
Air support
Air Based, Two man, evac ground units, airsupports, and reports insurgents activity.

Insurgents
Light Squad
Ground Based, four man light weapons and fast moving.
Uses one assault rifle, two smgs, and a shotgun, uses molotovs with any pistol.
heavy squad
Ground Based, four man Heavy weapons.
Uses two Assault rifle two micro smgs with pistols.

Please please reply and comment on this topic to update it and perfect it.


Last edited by unshapedskills on 10th April 2011, 3:20 pm; edited 10 times in total
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Post  A Groovy Tophat 6th April 2011, 10:34 pm

No RPGs. It will get really fucking retared really fast. Who wants to be moving there squad down a hallway when some fuck face fires an RPG down it, killing the who PMC team instantly?
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Post  DeadApe 6th April 2011, 10:37 pm

I think this needs a lot more detail, not really sure what the goal is here, but sounds pretty badass. Could definitely make use of the blip glitch for the insurgent team

the PMC's would have to monitor crowd activity and traffic very carefully to try and spot who the insurgents are.

There should definitely be a roleplay element here because otherwise the insurgents will destroy.
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Post  A Groovy Tophat 6th April 2011, 10:38 pm

DeadApe wrote:Could definitely make use of the blip glitch for the insurgent team


The blip glitch was fixed over a 9 months ago.... sorry to shit all over that idea.
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Post  Pwnisher James 6th April 2011, 11:08 pm

Tophat 44 wrote:
DeadApe wrote:Could definitely make use of the blip glitch for the insurgent team


The blip glitch was fixed over a 9 months ago.... sorry to shit all over that idea.

Gottem.
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Post  andrew 7th April 2011, 1:31 am

Are the peds the civilians or are there a few people per lobby that are civies and the pmc has to tell the difference? Because if so that'd be bad ass, you don't know if the dude is insurgent or civilian. You'd have to give something specific to see if its a insurgent or not. Which can be hard to do because you can't frisk the person and if they actually showed their weapons when you asked them to would make them stupid lol
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Post  unshapedskills 7th April 2011, 2:08 am

i just updated the game type and added two gamemodes thanks to some of our comments.
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Post  unshapedskills 7th April 2011, 5:18 am

DeadApe wrote:

There should definitely be a roleplay element here because otherwise the insurgents will destroy.

How could i do that exactly?
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Post  Sir Manguydude 7th April 2011, 2:25 pm

andr_00_ew wrote:Are the peds the civilians or are there a few people per lobby that are civies and the pmc has to tell the difference? Because if so that'd be bad ass, you don't know if the dude is insurgent or civilian. You'd have to give something specific to see if its a insurgent or not. Which can be hard to do because you can't frisk the person and if they actually showed their weapons when you asked them to would make them stupid lol

Just peds, it would give the insurgents a challenge of having to blend in, much like AC:Brotherhood's multiplayer.
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Post  andrew 7th April 2011, 3:50 pm

In ac brotherhood you have the same character model as peds, here you don't so they won't blend at all lol
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Post  unshapedskills 7th April 2011, 5:58 pm

the blending in could work if the blips were off but no........ when could we test this game type?
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Post  unshapedskills 7th April 2011, 6:56 pm

ok i went and changed around the classes so far to make it more balence since both teams have there up and downs.
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Post  andrew 7th April 2011, 7:02 pm

blending wont work, you can easily tell the difference between player/ped. Unless it is far away, which wont do much good anyway.
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Post  unshapedskills 7th April 2011, 8:19 pm

andr 00 w we get it blending wont work
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Post  unshapedskills 9th April 2011, 1:57 pm

anyone else have ideas to get this better?
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Post  x Swiftyy v 10th April 2011, 2:01 pm

Bump* Also i think this a a really good gametype, add some more ideas to make it better.

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Post  unshapedskills 10th April 2011, 3:18 pm

like what?
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Post  unshapedskills 11th April 2011, 11:07 pm

Come on guys i want this gametype to have a proper chance to shine.
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Post  X1xalive 11th April 2011, 11:09 pm

sound ubercool Im in.
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