
The idea is that marines start first and attack... they begin from the FOB so they choose one of the neutral zone maps to play on, if they win, they then push to the INS FOB and play there. If the marines loose at the INS FOB, then it's then the INS turn and they get to choose a neutral map to attack on, if they win, they push to the Marine FOB, if they loose then it's the marines turn to choose again.
The real fun starts when one side is able to take the other teams FOB, then they get to push to either of the main bases, if they loose at the intermediate map (the map just before the main base map), then they now have to defend on the FOB and try to hold out, else get pushed all the way back to their FOB.
If the enemy attacks your main and looses, they don't get pushed back to the intermediate map, they have to defend against a counter attack on your (now theirs) FOB.
Because the FOBs have to switch sides (because whichever team controls it will be the defending team), the imc2 files have to be switched each time control is switched both FOBs.
Once you beat an enemy on a main base map, then that base is totally destroyed and that arm is not played again. So the objective of the war is to destroy both of the enemies main bases.
I have some custom IMC2 files that should make it really work perfectly.
To avoid a 12 hour war, I think the reinforcements should be drastically limited, so that rounds play MUCH faster, thus the custom imc2 files to tweak cap times, reinforcement numbers, etc.
What do you think?
Questions?
Link to thread on INS mod Forums:
http://forums.insmod.org/index.php?showtopic=22290&st=0&gopid=336494&#entry336494