AllianceEric wrote:
AllianceAsi wrote:
Love this thread

-AA
Me too. Go wild!

Bonus points for multiplayer scenarios that could be simulated using WarStudio loadouts and/or character models only.

Thanks for the support guys I got to thinkin the possibilities had to be almost limitless and figured itd be great to let the community come up with a buncha ideas and concepts.
And yes, bonus points!! Thank you for clarifying what I was trying to say Eric I was thinking about narrowing the range of the discussion but wasnt sure which direction to take it...
I think some kind of scenario generator would be neat so that in single player you could opt to play a wide range of random mission types (from defense, attack, sniping, stealth, epic, or based on some other variables). Soldier of Fortune 2 had one and I liked it because there was some replay value to the sp aspect of it. [one neat feature iirc was a random hexadecimal string you could type randomness into and it could change things up quite a bit, a la everyone with a machine gun, random but unique]
That way if you wanted to do a sniping mission for instance you could opt to go either a True stealth mission or a more action oriented one like
NeoStyles had said, providing cover fire for troops or some other large scale operation like covering an entire city or village. The intro scene from Shooter comes to mind

. Even from there theres room for the games AI to throw in curve balls and such like helicopters in the movie or the player might be forced to use a captured weapon.
DerMann i think your idea about including the Battle of the Somme and the Chosin Valley is excellent, two of the biggest battles no one knows about imo. Partisan missions would be a great addition as well, in single player it could present alot of chances for characters to appear imo.
One multiplayer scenario I can think of is to have an attacking team break into a compund (im thinking a bank for grins, modeled after the matrix scene lobby

haha) armed with high powered rifles and handguns with the goal of retrieving some important item (maybe an easter egg gun or something shiny? idk) and making it to the roof for extraction via helicopter. Once at the roof they would have to use their high powered rifles to fend off sharpshooters from nearby neighboring buildings and such, taller than the compound. (the roof being exposed) The defending team would be armed with shotguns and carbines and would have to fight the attackers floor by floor until the roof is captured. Then their spawn points would shift to the external firing positions. At that point respawning attackers would come from a few floors lower than the roof and have to dodge fire coming in from the outside as they get back to the roof. If kevlar is an option I think it should only be available to the attackers to give them an edge and compensate for the lack of cqb firepower.
Might be a bit outlandish but I wanted to center around the two polar opposites fighting, long range vs close then mid range w/o optics vs high powered deployed snipers.