I would like a Naval aspect of gameplay.
New Booster Pack: Naval Warfare
New Armies: US Navy
Chinese Oceanic Branch
MEC Navy
SBS (Special Boat Service)
New Vehicles
Submarines
Destroyers
Carriers
Map #1: Midway 2007
Chinese forces have been pushed back towards China after the loss at Valdez. At the historic site, US Navy have deployed on the USS Essex to destroy the PRS Shanghai and it's supporting ships in the water, dealing a severe blow to the strength of the PLA and their ability to quickly mobilize a homeland defense force. As the Essex speeds into range, both sides are preparing for history to repeat itself, and to determine the next step in the war in the Far East
Details: USS and PRS are both within close range of each other and they have full Naval support. This includes 2 subs, 2 destroyers and the Carrier. The subs act as AA and can actually hit J10s. They can also fire torpedoes at the commanders order. the Destroyers can engage other destroyers, subs and can perform some damage on Carriers. They also have long range guns which act as Artillery. Each Carrier has a few mountable cannon like guns. These are slow reloading but deal quite a lot of damage to the other carrier. On the Deck are 2 Transport Choppers, 2 Attack Choppers, 1 Scout Heli, 1 fighter, 1 bomber, 6 RIBs. The Phalanx and Sea Sparrow AA have been removed to encourage airborne landing. C4 can be used effectively to destroy the big guns like a strategic object for points.
Now there is a center flag on a reasonable sized island to encourage some infantary play. All boats can be driven. The commander controls the carrier. The next people to apply get control of the Subs and Destroyers. They can resign and only the commander can use the torps and arty guns. Raids on the Destroyers and Subs are encouraged as they act as flags and capturing it not only gives a ticket drain (If the army controls over half) and it is commandeerable for that team. The battle is won if the tickets reach zero OR if the enemies carrier is destroyed. The carrier, subs and destroyers have interiors similar to those in Iron Gator and there are strategic points like engines and the bridge, etc....Destroying these, either with a number of nades or C4 is the easiest way to go about this. Destroying the craft completely in the case of submarines and destroyers means you will not be able to use them as a CP but the opposing team will lose about 20 tickets.
i will post the other China map and the MEC map soon
Also i will post an idea on Battlefield 2: Homeland Thunder where the US Marines go to destroy the threats of the PLA and MEC. (It ends in stalemate after diplomatic talks ) and perhaps ill add an EU map
Map #2: Mediterannian Engagement
The Middle Eastern Coalition has suffered heavy losses at the capital and has been pushed back onto the Russian carrier used to reach US shores. The Navy quickly mobilize remaining forces onto the USS Lancastershire and supporting Naval units. (British Constituency, like essex (where I am from ) after rapid attacks from the Marines Joint Strike Fighters, the MECN have been forced ashore to a Cyprus beachead. They must hold their ground here to have any chance of defending the Middle East. The Navy, determined to make the MEC pay for seiging D.C have prepared their forces to throw everything at the MECN.
Details: USS and MECN are both within close range of each other and they have full Naval support. This includes 2 subs, 2 destroyers and the Carrier. The subs act as AA. They can also fire torpedoes at the commanders order. The Destroyers can engage other destroyers, subs and can perform some damage on Carriers. They also have long range guns which act as Artillery. Each Carrier has a few mountable cannon like guns. These are slow reloading but deal quite a lot of damage to the other carrier. On the Deck are 2 Transport Choppers, 2 Attack Choppers, 1 Scout Heli, 1 fighter, 1 bomber, 6 RIBs. The Phalanx and Sea Sparrow AA have been removed to encourage airborne landing. C4 can be used effectively to destroy the big guns like a strategic object for points.
Now there is a center flag on a beach to encourage more infantary play. All boats can be driven. The commander controls the carrier. The next people to apply get control of the Subs and Destroyers. They can resign and only the commander can use the torps and arty guns. Raids on the Destroyers and Subs are encouraged as they act as flags and capturing it not only gives a ticket drain (If the army controls over half) and it is commandeerable for that team. The battle is won if the tickets reach zero OR if the enemies carrier is destroyed. The carrier, subs and destroyers have interiors similar to those in Iron Gator and there are strategic points like engines and the bridge, etc....Destroying these, either with a number of nades or C4 is the easiest way to go about this. Destroying the craft completely in the case of submarines and destroyers means you will not be able to use them as a CP but the opposing team will lose about 20 tickets.
(Yes it's copied;))
Map #3
Eastern Ambush
The Special Boat Service have quickly deployed into the Far East to cut off the COB that is to reinforce the COB at Midway. Utilizing nearby British Naval Assets, the SBS have prepared to ambush the COB as they leave their dockyards. Victory for the British will mean key entranced to the Chinese capital will be established and the campaign in the East could draw to an end. As the PLA draw near, the SBS will have to expect stiff resistance to be able to turn the tides of war in the Far East (Like the pun? )
Deatils: The HMS Devonshire and supporting ships and the PRS Beijing have engaged in Oceanic Warfare. They have a full array of supporting submarines and destroyers all prepped for battle. The subs act as AA. They can also fire torpedoes at the commanders order. The Destroyers can engage other destroyers, subs and can perform some damage on Carriers. They also have long range guns which act as Artillery. Each Carrier has a few mountable cannon like guns. These are slow reloading but deal quite a lot of damage to the other carrier. On the Deck are 2 Transport Choppers, 2 Attack Choppers, 1 Scout Heli, 1 fighter, 1 bomber, 6 RIBs. The Phalanx and Sea Sparrow AA have been removed to encourage airborne landing. C4 can be used effectively to destroy the big guns like a strategic object for points.
There is a dockyard, similar to that at Dalian Plant to encourae good ol' fashioned infantary battles. All boats can be driven. The commander controls the carrier. The next people to apply get control of the Subs and Destroyers. They can resign and only the commander can use the torps and arty guns. Raids on the Destroyers and Subs are encouraged as they act as flags and capturing it not only gives a ticket drain (If the army controls over half) and it is commandeerable for that team. The battle is won if the tickets reach zero OR if the enemies carrier is destroyed. The carrier, subs and destroyers have interiors similar to those in Iron Gator and there are strategic points like engines and the bridge, etc....Destroying these, either with a number of nades or C4 is the easiest way to go about this. Destroying the craft completely in the case of submarines and destroyers means you will not be able to use them as a CP but the opposing team will lose about 20 tickets.
(Yes it's copied;))
So. booster pack idea!!!
Check soon for Homeland Thunder, featuring the Euro Force
New Booster Pack: Naval Warfare
New Armies: US Navy
Chinese Oceanic Branch
MEC Navy
SBS (Special Boat Service)
New Vehicles
Submarines
Destroyers
Carriers
Map #1: Midway 2007
Chinese forces have been pushed back towards China after the loss at Valdez. At the historic site, US Navy have deployed on the USS Essex to destroy the PRS Shanghai and it's supporting ships in the water, dealing a severe blow to the strength of the PLA and their ability to quickly mobilize a homeland defense force. As the Essex speeds into range, both sides are preparing for history to repeat itself, and to determine the next step in the war in the Far East
Details: USS and PRS are both within close range of each other and they have full Naval support. This includes 2 subs, 2 destroyers and the Carrier. The subs act as AA and can actually hit J10s. They can also fire torpedoes at the commanders order. the Destroyers can engage other destroyers, subs and can perform some damage on Carriers. They also have long range guns which act as Artillery. Each Carrier has a few mountable cannon like guns. These are slow reloading but deal quite a lot of damage to the other carrier. On the Deck are 2 Transport Choppers, 2 Attack Choppers, 1 Scout Heli, 1 fighter, 1 bomber, 6 RIBs. The Phalanx and Sea Sparrow AA have been removed to encourage airborne landing. C4 can be used effectively to destroy the big guns like a strategic object for points.
Now there is a center flag on a reasonable sized island to encourage some infantary play. All boats can be driven. The commander controls the carrier. The next people to apply get control of the Subs and Destroyers. They can resign and only the commander can use the torps and arty guns. Raids on the Destroyers and Subs are encouraged as they act as flags and capturing it not only gives a ticket drain (If the army controls over half) and it is commandeerable for that team. The battle is won if the tickets reach zero OR if the enemies carrier is destroyed. The carrier, subs and destroyers have interiors similar to those in Iron Gator and there are strategic points like engines and the bridge, etc....Destroying these, either with a number of nades or C4 is the easiest way to go about this. Destroying the craft completely in the case of submarines and destroyers means you will not be able to use them as a CP but the opposing team will lose about 20 tickets.
i will post the other China map and the MEC map soon
Also i will post an idea on Battlefield 2: Homeland Thunder where the US Marines go to destroy the threats of the PLA and MEC. (It ends in stalemate after diplomatic talks ) and perhaps ill add an EU map
Map #2: Mediterannian Engagement
The Middle Eastern Coalition has suffered heavy losses at the capital and has been pushed back onto the Russian carrier used to reach US shores. The Navy quickly mobilize remaining forces onto the USS Lancastershire and supporting Naval units. (British Constituency, like essex (where I am from ) after rapid attacks from the Marines Joint Strike Fighters, the MECN have been forced ashore to a Cyprus beachead. They must hold their ground here to have any chance of defending the Middle East. The Navy, determined to make the MEC pay for seiging D.C have prepared their forces to throw everything at the MECN.
Details: USS and MECN are both within close range of each other and they have full Naval support. This includes 2 subs, 2 destroyers and the Carrier. The subs act as AA. They can also fire torpedoes at the commanders order. The Destroyers can engage other destroyers, subs and can perform some damage on Carriers. They also have long range guns which act as Artillery. Each Carrier has a few mountable cannon like guns. These are slow reloading but deal quite a lot of damage to the other carrier. On the Deck are 2 Transport Choppers, 2 Attack Choppers, 1 Scout Heli, 1 fighter, 1 bomber, 6 RIBs. The Phalanx and Sea Sparrow AA have been removed to encourage airborne landing. C4 can be used effectively to destroy the big guns like a strategic object for points.
Now there is a center flag on a beach to encourage more infantary play. All boats can be driven. The commander controls the carrier. The next people to apply get control of the Subs and Destroyers. They can resign and only the commander can use the torps and arty guns. Raids on the Destroyers and Subs are encouraged as they act as flags and capturing it not only gives a ticket drain (If the army controls over half) and it is commandeerable for that team. The battle is won if the tickets reach zero OR if the enemies carrier is destroyed. The carrier, subs and destroyers have interiors similar to those in Iron Gator and there are strategic points like engines and the bridge, etc....Destroying these, either with a number of nades or C4 is the easiest way to go about this. Destroying the craft completely in the case of submarines and destroyers means you will not be able to use them as a CP but the opposing team will lose about 20 tickets.
(Yes it's copied;))
Map #3
Eastern Ambush
The Special Boat Service have quickly deployed into the Far East to cut off the COB that is to reinforce the COB at Midway. Utilizing nearby British Naval Assets, the SBS have prepared to ambush the COB as they leave their dockyards. Victory for the British will mean key entranced to the Chinese capital will be established and the campaign in the East could draw to an end. As the PLA draw near, the SBS will have to expect stiff resistance to be able to turn the tides of war in the Far East (Like the pun? )
Deatils: The HMS Devonshire and supporting ships and the PRS Beijing have engaged in Oceanic Warfare. They have a full array of supporting submarines and destroyers all prepped for battle. The subs act as AA. They can also fire torpedoes at the commanders order. The Destroyers can engage other destroyers, subs and can perform some damage on Carriers. They also have long range guns which act as Artillery. Each Carrier has a few mountable cannon like guns. These are slow reloading but deal quite a lot of damage to the other carrier. On the Deck are 2 Transport Choppers, 2 Attack Choppers, 1 Scout Heli, 1 fighter, 1 bomber, 6 RIBs. The Phalanx and Sea Sparrow AA have been removed to encourage airborne landing. C4 can be used effectively to destroy the big guns like a strategic object for points.
There is a dockyard, similar to that at Dalian Plant to encourae good ol' fashioned infantary battles. All boats can be driven. The commander controls the carrier. The next people to apply get control of the Subs and Destroyers. They can resign and only the commander can use the torps and arty guns. Raids on the Destroyers and Subs are encouraged as they act as flags and capturing it not only gives a ticket drain (If the army controls over half) and it is commandeerable for that team. The battle is won if the tickets reach zero OR if the enemies carrier is destroyed. The carrier, subs and destroyers have interiors similar to those in Iron Gator and there are strategic points like engines and the bridge, etc....Destroying these, either with a number of nades or C4 is the easiest way to go about this. Destroying the craft completely in the case of submarines and destroyers means you will not be able to use them as a CP but the opposing team will lose about 20 tickets.
(Yes it's copied;))
So. booster pack idea!!!
Check soon for Homeland Thunder, featuring the Euro Force
Last edited by Sgt.Davi (2006-06-30 00:33:34)