THQ's Homefront 2/Assault

Document Status: Yellow [Ready for prototyping. Further exploration of objective types (and variety) recommended]
==Overview==
*Objective-based attack/defend mode
**KPA always the occupying force (defenders)
*Series of objectives offering different gameplay at each stage
**E.g. Capture, Capture and Hold, Destroy, Assassinate, Retrieve, etc.
*A basic implementation would use a series of simple ‘core’ objectives that could be used on any map in any order
*Advanced implementations could be contextual to the map and offer tactical advantages for completing objectives
**E.g. Destroy KPA SAM sites to access helicopters, Secure tank depot to access tanks, Retrieve KPA GPS device for radar update
*Game area moves forward each time the attackers complete an objective
==Objectives==
=== Capture ===
*The defenders hold a Command Point (CP), the attackers must capture the it to complete the objective
*Capturing requires attackers to remain within the capture area for a period of time
*Defenders cannot re-capture CPs from attackers
*When a CP is contested, progress on it is suspended
**Alternatively, attackers in the area continue to capture (reduced rate) providing they outnumber defenders
*Supports multiple CPs per objective
=== Capture & Hold ===
*Similar to Capture, however the attackers must continue to hold the CP for a period of time before the objective is completed
*Defenders can gain victory by recapturing the CP during the ‘hold’ timer
**Alternatively, multiple re-captures could be allowed and the team holding the CP at the end of the timer wins the objective
*Supports only one CP per objective
=== Destroy ===
*Attackers must destroy a key Target object
*Defenders can prevent this by repelling attackers and repairing the Target
*Targets can only be damaged by explosive weapons
*Supports multiple Targets per objective
=== Plant ===
*Similar to Destroy but attackers must interact with the Target object to plant a timed explosive charge
*Targets can only be destroyed by using planted charges
*Defenders can prevent this by holding off attackers and diffusing charges
*Supports multiple Targets per objective
=== Escort ===
*Attackers must protect a Mission Critical Vehicle (MCV) while it travels to its destination
*Attackers must stay within close proximity to the MCV in order for it to progress
*Defenders can prevent this by eliminating attackers around the MCV or contesting it with their own proximity
**Alternatively, the MCV could be disabled by defenders depleting its health, attackers would need to repair the MCV before it could continue
*Realistically only supports one MCV per objective
=== Convoy ===
*Similar to Escort but with multiple MCVs and defenders are protecting the convoy
*At least one MCV must reach its destination for the defenders to succeed
**Defenders could have to clear obstacles blocking the route
*Realistically only supports one convoy of MCVs per objective
=== Assassinate ===
*Attackers must eliminate a key VIP player
*Defenders must protect the VIP by fending off attackers and healing the VIP
*VIPs would be automatically assigned
**Potentially VIPs chosen from highest scoring or highest rated Battle Commander targets
*Supports multiple VIPs per objective
==Resistance Objectives==
=== Retrieve ===
*Attackers must find and return a key Item from an enemy-held location
*Defenders must protect the Item from being stolen
*Carrying the Item would not impede players from any action
*Killing an attacker carrying the Item would cause it to drop, this could then be collected by another attacker or reset by a defender
*Attackers must take the Item to drop point to gain victory
*Supports multiple Items per objective
=== Repair ===
*Similar to Escort but Attackers must protect a disabled Vehicle/Object until it is repaired
*Defenders must keep the Attackers from completing their task by damaging the Vehicle/Object and killing the enemy
*Attackers can only repair using the repair gun
**Alternatively, repairing could be automated based on activation or proximity
*Supports multiple Vehicles/Objects per objective