Spec Ops
1. First Team
Operatives:
- One Special Agent (lone worlf)
- Small Special Force Unit (Four members).
Armory:
- Equipped with one primary weapon: Sub Machine Gun, Assault/Battle Rifle, Carbine Rifle.
- Equipped with one secondry weapon: Sniper Rifle, Assault/Battle Rifle, Carbine Rifle, Shot Gun.
- Equipped with one sidegun: Pistol.
Attachments Allowed:
- Reflex sight.
- Scope sight.
- Flash light.
- Silencer.
- Laser.
Attachments Restricted:
- No grenade launcher.
Equipment:
- Frag grenade.
- Flash bang.
- Smoke grenade.
- Inceniary grenade.
- Claymore mine.
- Breaching charge.
- Night vision goggles.
Outfit:
- No protective vest.
- Boonie hat/rag/cap/balaklava/none.
Special Abilities:
- More stamina.
2. Opposite Team (the majority of players)
Operatives:
- Terrorists (Type 1)
- Insurgents (Type 2)
- Soldiers (Type 3)
- Merceneries (Type 4)
Armory:
- Equipped with one primary weapon: Sub Machine Gun, Assault/Battle Rifle, Carbine Rifle, Sniper Rifle, Machine Gun.
- Equipped with one sidearm: Pistol.
Attachments Allowed:
- Scope sight.
- Flash light.
- Underbarrel grenade launcher
Attachments Restricted:
- No reflex sight.
- No silencer.
- No laser
Type 1 (Terrorists)
Armory:
- AKM, AKMSU, AKM-LMG, Uzi.
Equipment:
- Frag grenade.
Outfit:
- No protective vest.
- Balaklava (cap)/none.
Special Abilities:
- None
Type 2 (Insurgents)
Armory:
- AKM, AKMSU, AKM-LMG, Uzi, G3A3, FN FAL.
Equipment:
- Frag grenade.
Outfit:
- No protective vest.
- Cap/rag/none.
Special Abilities:
- None
Type 3a (Soldiers 1)
Armory:
- AKM, AKMSU, AKM-LMG, Uzi, MP5, M16A2, M4A1, G3A3, FN FAL, M249SAW.
Equipment:
- Frag grenade.
- Claymore mine.
Outfit:
- No protective vest.
- Helmet/none.
Special Abilities:
- None
Type 3b (Soldiers 2)
Armory:
- AKM, AKMSU, AKM-LMG, Uzi.
Equipment:
- See "Type 3a (Soldier 1)"
Outfit:
- See "Type 3a (Soldier 1)"
Type 3c (Soldiers 3)
Armory:
- MP5, M16A2, M4A1, G3A3, FN FAL, M249SAW.
Equipment:
- See "Type 3a (Soldier 1)"
Outfit:
- See "Type 3a (Soldier 1)"
Type 4 (Mercenaries)
Armory:
- AKM, AKMSU, AKM-LMG, Uzi, MP5, M16A2, M4A1, G3A3, FN FAL, M249SAW.
Equipment:
- Frag grenade.
- Flash bang.
- Claymore mine.
- Breaching charge.
Outfit:
- No protective vest.
- Balaklava (cap, helmet)/helmet/rag/cap/none.
Special Abilities:
- None
Objectives
Maybe requires special maps, maybe just a modification of the existant.
Type 1 (Sabotage_Realistic):
- Sabotaging means planting a bomb, but not on a specific object, but in an area, to make the bomb planting possible.
- The agent/unit has to plant a bomb, retreat and fuse it (from a near distance). When the bomb exploded the agent/unit has to escape to a place/area only he/they know(s) (can be everywhere). The opposite team still have a chance to eliminate them and earn the agent/unit member status.
Type 2 (Sabotage_Simplified):
- Sabotaging means planting a bomb, but not on a specific object, but in an area, to make the bomb planting possible.
- The agent/unit has to plant a bomb, retreat and fuse it (from a distance of 20 meters). When the bomb exploded the round is over.
Type 3 (Informations):
- Stealing a CD, or documents. They should be an alarm system, that starts after about 20 or 30 seconds after the data was retreived (the agent/unit has skills to block the security system for a short time to gain time for escape).
- You have to escape and only you know where it is.
- When you play as a unit, at least one have to escape with the information.
- If the last man let the information laying and choses to escape, the round is a tie and the agent keeps his Agent/SF position (saving his life in real life = saving his position in this game). No shame when you have no chance to get the information back, life is more important, but if it is a situation where you could have get the information back, but was to cowardly to do so, no further penalty will occure, but your team mates will see you in another light. When you get killed later, you will play as the opposite team, but wont be able to gain an agent/SF unit member status by killing the agent/unit two times (third kill will allow you to become an agent/SF again).
Type 4 (Hostage Rescue):
- This is not the CQB type HR, but a spec ops thing, best played agains Terrorists and Insurgents, but can be a Soldier, Mercenary thing aswell (important person, informant).
- Hostag(es) can be one or two or more active ("intelligent") players.
- Hostage(es) have to be extraxted to the save zone.
- Hostage can be able to receive a sidearm from one of the rescuers (no ammo).
!Hostage specs and functions are explained at the end of the "Hostage Rescue" section!
Camouflage
Agent/SF:
- Effective (night/dark = black in urban, green in woods. Other effective cammos too).
Opposite Team:
- Standart or random. Just some military cammos, not really effective, but fit to the location.
Team Switching
One Special Agent (lone wolf):
- Who kill the agent will be the agent next round.
The Special Force Unit:
- Enough people with the most frags (killing SF's) will play as an SF member next round.
- Maybe a voting thing.
Locations (Maps)
I'm not sure if the standart maps are good enough, maybe some. Some new, more complex maps would be good.
Hostage Rescue
1. SF-HRT (Special Forces - Hostage Rescue Team)
Operatives:
- Four or Six Special Forces Members (CQB)
Armory:
- Equipped with one primary weapon: Sub Machine Gun, Assault/Battle Rifle, Carbine Rifle, Shot Gun.
- Equipped with one secondry weapon: Shot Gun.
- Equipped with one sidegun: Pistol.
Attachments Allowed:
- Reflex sight.
- Scope sight.
- Flash light.
- Silencer.
- Laser.
Attachments Restricted:
- No grenade launcher.
Equipment:
- Flash bang.
- Smoke grenade.
- Inceniary grenade.
- Breaching charge.
- Night vision goggles.
Outfit:
- Level-3 tactical vest.
- Balaklava (helmet)/helmet.
Camouflage:
- Black, green.
- Other cool looking cammos.
Special Abilities:
- Good stamina conditions.
2. Terrorists (the majority of players)
Operatives:
- Terrorists
Armory:
- Equipped with one primary weapon: Sub Machine Gun, Assault Rifle, Carbine Rifle (AKM, AKMSU, Uzi, MP5, G3A3, FN FAL).
- Equipped with one sidearm: Pistol.
Attachments Allowed:
- None.
Outfit:
- No protective vest.
- Can have a Level-2 vest.
- Balaklava (cap)/none.
Camouflage:
- Just woodland military cammos (can be various different cammos at the same time).
Special Abilities:
- None
3. Hostage
Operatives:
- Hostage (one, or more)
Armory:
- None.
Outfit:
- Some new custom skin better.
Special Abilities:
- Faster proning and standing up ability.
- Can communicate with the SF's, like saying "Need Backup", "Enemy Spotted".
Objectives
Hostage Rescue (Terrorist Elimination):
- The SF-HRT have to breach a building and rescue the hostage(es).
- Priority is to rescue the hostage.
- Second task is to additionally neutralize all terrorists. Will be awarded with no team switch, your team can replay as the SF-HRT unit.
- Moving alone to far away from the team will punish you with two rounds terrorist play.
- Moving away from your team with backup (at least two men) works like a tactical team split and you have not to expect punishment.
- When all hostages are down the round is not over, the SF-HRT team still have to fight for survival and have to retreat anyway. The terrorists still "want" to kill all the SF's.
- Every round teams switch, the best terrorist players fill out the SF-HRT. Rescuing the hostage(es) AND eliminating all terrorists will award the SF-HRT, they can keep beeing SF's.
Hostage Function & Behavior
- A hostage is always a human player.
- A hostage can't be killed by the terrorists at the beginning. Once the SF-HRT gets close to the hostage (few meters), the terrorists can not only kill the SF's but also the hostage(es).
- A hostage player have to support the SF's by going to crouch, or prone during firefights and not beeing stupid like moving out before the SF's cleared the room/location.
- A hostage can communicate with the SF's, like saying "Need Backup", "Enemy Spotted".
--------------
Maybe I will suggest some other game mods later.
1. First Team
Operatives:
- One Special Agent (lone worlf)
- Small Special Force Unit (Four members).
Armory:
- Equipped with one primary weapon: Sub Machine Gun, Assault/Battle Rifle, Carbine Rifle.
- Equipped with one secondry weapon: Sniper Rifle, Assault/Battle Rifle, Carbine Rifle, Shot Gun.
- Equipped with one sidegun: Pistol.
Attachments Allowed:
- Reflex sight.
- Scope sight.
- Flash light.
- Silencer.
- Laser.
Attachments Restricted:
- No grenade launcher.
Equipment:
- Frag grenade.
- Flash bang.
- Smoke grenade.
- Inceniary grenade.
- Claymore mine.
- Breaching charge.
- Night vision goggles.
Outfit:
- No protective vest.
- Boonie hat/rag/cap/balaklava/none.
Special Abilities:
- More stamina.
2. Opposite Team (the majority of players)
Operatives:
- Terrorists (Type 1)
- Insurgents (Type 2)
- Soldiers (Type 3)
- Merceneries (Type 4)
Armory:
- Equipped with one primary weapon: Sub Machine Gun, Assault/Battle Rifle, Carbine Rifle, Sniper Rifle, Machine Gun.
- Equipped with one sidearm: Pistol.
Attachments Allowed:
- Scope sight.
- Flash light.
- Underbarrel grenade launcher
Attachments Restricted:
- No reflex sight.
- No silencer.
- No laser
Type 1 (Terrorists)
Armory:
- AKM, AKMSU, AKM-LMG, Uzi.
Equipment:
- Frag grenade.
Outfit:
- No protective vest.
- Balaklava (cap)/none.
Special Abilities:
- None
Type 2 (Insurgents)
Armory:
- AKM, AKMSU, AKM-LMG, Uzi, G3A3, FN FAL.
Equipment:
- Frag grenade.
Outfit:
- No protective vest.
- Cap/rag/none.
Special Abilities:
- None
Type 3a (Soldiers 1)
Armory:
- AKM, AKMSU, AKM-LMG, Uzi, MP5, M16A2, M4A1, G3A3, FN FAL, M249SAW.
Equipment:
- Frag grenade.
- Claymore mine.
Outfit:
- No protective vest.
- Helmet/none.
Special Abilities:
- None
Type 3b (Soldiers 2)
Armory:
- AKM, AKMSU, AKM-LMG, Uzi.
Equipment:
- See "Type 3a (Soldier 1)"
Outfit:
- See "Type 3a (Soldier 1)"
Type 3c (Soldiers 3)
Armory:
- MP5, M16A2, M4A1, G3A3, FN FAL, M249SAW.
Equipment:
- See "Type 3a (Soldier 1)"
Outfit:
- See "Type 3a (Soldier 1)"
Type 4 (Mercenaries)
Armory:
- AKM, AKMSU, AKM-LMG, Uzi, MP5, M16A2, M4A1, G3A3, FN FAL, M249SAW.
Equipment:
- Frag grenade.
- Flash bang.
- Claymore mine.
- Breaching charge.
Outfit:
- No protective vest.
- Balaklava (cap, helmet)/helmet/rag/cap/none.
Special Abilities:
- None
Objectives
Maybe requires special maps, maybe just a modification of the existant.
Type 1 (Sabotage_Realistic):
- Sabotaging means planting a bomb, but not on a specific object, but in an area, to make the bomb planting possible.
- The agent/unit has to plant a bomb, retreat and fuse it (from a near distance). When the bomb exploded the agent/unit has to escape to a place/area only he/they know(s) (can be everywhere). The opposite team still have a chance to eliminate them and earn the agent/unit member status.
Type 2 (Sabotage_Simplified):
- Sabotaging means planting a bomb, but not on a specific object, but in an area, to make the bomb planting possible.
- The agent/unit has to plant a bomb, retreat and fuse it (from a distance of 20 meters). When the bomb exploded the round is over.
Type 3 (Informations):
- Stealing a CD, or documents. They should be an alarm system, that starts after about 20 or 30 seconds after the data was retreived (the agent/unit has skills to block the security system for a short time to gain time for escape).
- You have to escape and only you know where it is.
- When you play as a unit, at least one have to escape with the information.
- If the last man let the information laying and choses to escape, the round is a tie and the agent keeps his Agent/SF position (saving his life in real life = saving his position in this game). No shame when you have no chance to get the information back, life is more important, but if it is a situation where you could have get the information back, but was to cowardly to do so, no further penalty will occure, but your team mates will see you in another light. When you get killed later, you will play as the opposite team, but wont be able to gain an agent/SF unit member status by killing the agent/unit two times (third kill will allow you to become an agent/SF again).
Type 4 (Hostage Rescue):
- This is not the CQB type HR, but a spec ops thing, best played agains Terrorists and Insurgents, but can be a Soldier, Mercenary thing aswell (important person, informant).
- Hostag(es) can be one or two or more active ("intelligent") players.
- Hostage(es) have to be extraxted to the save zone.
- Hostage can be able to receive a sidearm from one of the rescuers (no ammo).
!Hostage specs and functions are explained at the end of the "Hostage Rescue" section!
Camouflage
Agent/SF:
- Effective (night/dark = black in urban, green in woods. Other effective cammos too).
Opposite Team:
- Standart or random. Just some military cammos, not really effective, but fit to the location.
Team Switching
One Special Agent (lone wolf):
- Who kill the agent will be the agent next round.
The Special Force Unit:
- Enough people with the most frags (killing SF's) will play as an SF member next round.
- Maybe a voting thing.
Locations (Maps)
I'm not sure if the standart maps are good enough, maybe some. Some new, more complex maps would be good.
Hostage Rescue
1. SF-HRT (Special Forces - Hostage Rescue Team)
Operatives:
- Four or Six Special Forces Members (CQB)
Armory:
- Equipped with one primary weapon: Sub Machine Gun, Assault/Battle Rifle, Carbine Rifle, Shot Gun.
- Equipped with one secondry weapon: Shot Gun.
- Equipped with one sidegun: Pistol.
Attachments Allowed:
- Reflex sight.
- Scope sight.
- Flash light.
- Silencer.
- Laser.
Attachments Restricted:
- No grenade launcher.
Equipment:
- Flash bang.
- Smoke grenade.
- Inceniary grenade.
- Breaching charge.
- Night vision goggles.
Outfit:
- Level-3 tactical vest.
- Balaklava (helmet)/helmet.
Camouflage:
- Black, green.
- Other cool looking cammos.
Special Abilities:
- Good stamina conditions.
2. Terrorists (the majority of players)
Operatives:
- Terrorists
Armory:
- Equipped with one primary weapon: Sub Machine Gun, Assault Rifle, Carbine Rifle (AKM, AKMSU, Uzi, MP5, G3A3, FN FAL).
- Equipped with one sidearm: Pistol.
Attachments Allowed:
- None.
Outfit:
- No protective vest.
- Can have a Level-2 vest.
- Balaklava (cap)/none.
Camouflage:
- Just woodland military cammos (can be various different cammos at the same time).
Special Abilities:
- None
3. Hostage
Operatives:
- Hostage (one, or more)
Armory:
- None.
Outfit:
- Some new custom skin better.
Special Abilities:
- Faster proning and standing up ability.
- Can communicate with the SF's, like saying "Need Backup", "Enemy Spotted".
Objectives
Hostage Rescue (Terrorist Elimination):
- The SF-HRT have to breach a building and rescue the hostage(es).
- Priority is to rescue the hostage.
- Second task is to additionally neutralize all terrorists. Will be awarded with no team switch, your team can replay as the SF-HRT unit.
- Moving alone to far away from the team will punish you with two rounds terrorist play.
- Moving away from your team with backup (at least two men) works like a tactical team split and you have not to expect punishment.
- When all hostages are down the round is not over, the SF-HRT team still have to fight for survival and have to retreat anyway. The terrorists still "want" to kill all the SF's.
- Every round teams switch, the best terrorist players fill out the SF-HRT. Rescuing the hostage(es) AND eliminating all terrorists will award the SF-HRT, they can keep beeing SF's.
Hostage Function & Behavior
- A hostage is always a human player.
- A hostage can't be killed by the terrorists at the beginning. Once the SF-HRT gets close to the hostage (few meters), the terrorists can not only kill the SF's but also the hostage(es).
- A hostage player have to support the SF's by going to crouch, or prone during firefights and not beeing stupid like moving out before the SF's cleared the room/location.
- A hostage can communicate with the SF's, like saying "Need Backup", "Enemy Spotted".
--------------
Maybe I will suggest some other game mods later.
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