(Geez! Its a shame I had to even start my post this way)
This idea is basically a combination of TDM and Hostage Rescue. If this has been suggested before, I apologize for being redundant. I am posting this to present an idea and to hopefully get some constructive feedback on the idea. Whether or not the INF dev. team takes notice or thinks it is a useful idea is not my main purpose, though I hope they will also be able to give some feedback as well. This idea is mostly to get people's thoughts and to exercise the brain.
Game Type: P.O.W.
This game type would be played TDM style with 2 opposing teams. The main difference is that you can win the round by either killing off the opposing team or by capturing the opposing team members (or any combination of the two).
Capture:
Capturing would involve touching an opponent and pressing a "capture" key. The "captured" opponent would then lose all use of weapons (confiscated) and become "attatched" to his/her captor ("captured" players can only be dragged where the "captor takes them and will have no ability to move on their own except maybe to look around.) The advantage to capturing an opponent as opposed to killing an opponent would be a higher team score per capture as opposed to score per kill. It may even be good to show the number of "captures" each player has scored since scoring a capture would take more skill than just running around with the trigger depressed. A captor would be able to kill his prisoner, but would only gain the kill point and not the capture point. When you have a prisoner, pressing the "capture" key again would release the prisoner, allowing them to move about freely, but without use of any weapons. A player will only be able to have one prisoner at a time. The "capture" points will only be awared to a player who is able to keep his prisoner unrescued. If the captor is killed while towing a prisoner, the prisoner is able to move about freely, but is not free (able to use weapons) until rescued by a teammate. (more on this later)
Example: player A captures player B and gains 5 team/personal points for the capture. Player A and the team will retain those points until player B is rescued (more on rescuing later), at which time player A/team loses 5 points. Player A could drop off player B and capture player C which would give player A/team 10 points. As mentioned before, if player A kills either player B or C while they are still prisoners, 5 points for each prisoner are subtracted and only one point is awared for the kill. If player A's teammate kills either player B or C, 5 points are subtracted from player A's/team total and one point awared to the killer/team total for the kill.
* I can hear it now. "You f*cking killed my prisoners and stole my capture points ass-hole!"*
Rescue:
To "rescue" a captured teammate, you must (first locate them) touch/stand next to them and press the "capture" key to release them. The captured prisoner then regains use of whatever weapons/ammo they had before capture. The opposing team will then lose 5 points for each rescue against them.
An option would be that each prisoner would display a beacon the color of the capturing team over their head, visible to only the capturing team to indicate that they are a captured. Also a captured teammate would display a beacon the color of the opposing team over their head visible only to teammates. If you want to take the ultra realistic route, no beacons would be displayed and you would just have to pay attention to which players had no weapons in hand and these would be your "captured" individuals. Identifying which team they are on would remain an issue of knowing your camos.
TK's would have the same penalty that they do now, prisoner or no. (The opposing team would retain the capture points)
The team who captures and/or kills all members of the opposing team is the winner of the round.
I tried to cover all holes and their solutions, but the ideas were coming so fast that I may have missed some. I also tried to work the idea so that no alterations to maps would be necessary and that it could be played on any TDM map.
Of course this would all work better once and if the sprinting speed is toned down to human levels.
What do you think?