Tom Clancy's Ghost Recon Advanced Warfighter

Tom Clancy's Ghost Recon Advanced Warfighter continues the Tom Clancy's Ghost Recon series. As in previous Ghost Recon games, players will command their team of Ghosts while neutralizing hostile forces and completing various mission objectives. These objectives can range from escorting friendly units across the map to rescuing hostages or taking out enemy artillery.

The game has been delisted quietly from the Steam store.

Gametypes
Gametypes for GRAW's multiplayer mode are separated into general categories by a combination of gametype and team assignments. Once a general gametype (called a "mode") has been selected, the session host is then free to choose from among the several included specific gametypes, or to create a custom gametype by altering available variables. The available built-in gametypes are as follows:


 * Team Elimination : Players are separated into two teams, Red and Blue. Those teams are tasked with eliminating the members of the opposing team.
 * Last Man Standing : Each team attempts to eliminate the other. The team with the most points when time is up wins.  No respawns, players are on two teams.  If one team completely eliminates all members of the opposing team, that team wins by default.


 * Sharpshooter : Each team attempts to eliminate the other, and players receive points for each kill. The first team to 50 points wins.  Infinite respawns, players are on two teams.
 * Custom game settings available:
 * Respawns: Off, 1/3/5 Individual, 5/10 Team, Infinite
 * Victory: Time, 5/10/50/150/500 Points


 * Team Territory : Players are on two teams, and work together to try and control zones on the map.
 * Domination : Teams must capture each of five zones, and score points for each zone they control. Team with the most points with time is up wins.  Infinite respawns, and they are on two teams. (Respawns: Infinite, Zone Control: Capture, Helicopters: Off, Zone: 5 Zones, Scoring: Control Time, Victory: Time)


 * Hamburger Hill : Get to the central zone, and remain in it while keeping the enemy tema out to score points. The team with the most points when time is up wins.  Infinite respawns, players are on two teams.  (Respawns: Infinite, Zone Control: Occupy, Helicopters: On, Zone: Central Zone, Scoring: Control Time, Victory: Time)


 * Siege : One team attempts to capture the other team's base. Whichever team eliminates the other, or owns the base when time is up wins.  No respawns, players are on two teams.  (Respawns: Off, Zone Control: Capture, Helicopters: Off, Zone: 1 Base, Scoring: Capture All, Victory: Time)
 * Custom game settings available:
 * Respawns: Off, 1/3/5 Individual, 5/10 Team, Infinite
 * Zone:
 * 1 Base: The target zone is one of the team bases.
 * 2 Bases: Each team's base is one of the two target zones.
 * Central Zone: The target zone is in the center of the map and does not change.
 * Fixed Random: A zone is picked at random to be the target zone, and it does not change.
 * Mobile Random: A zone is picked at random to be the target zone. A new zone is picked every time someone scores in the zone.
 * 3 Zones: Three zones serve as target zones, and do not change.
 * 5 Zones: Five zones serve as target zones, and do not change.
 * Zone Control:
 * Capture: You do not have to leave someone in the zone to maintain control of it.
 * Occupy: Someone from your team must always be in the zone for you to maintain control of it.
 * Scoring:
 * Capture All: Capture all the zones to win or bring all the objectives to your base to score.
 * Control Time: Get points for time spent in control of zones. You get points for each zone, so the more you control, the more points you will get.
 * Helicopters: Off/On. If set to "on," when a team gains control of more than half the zones, a helicopter will appear on their side, and attack the other team.
 * Victory: Time, 5/10/50/150/500 Points


 * Team Objective : Players are on two teams, and work together to capture different objectives on the map.


 * CTF : Each team attempts to retrieve a flag from the opposite base and return it to their own. A point is awarded for each capture.  The first team to 10 wins.  Infinite respawns, players are on two teams.  (Respawns: Infinite, Objective #: 2 Bases, Victory: 10 Points, Objects: Flag, Scoring: Capture All)


 * Recovery : Teams must retrieve a single flag from a central zone and return it to their base. A point is awarded for each capture.  The first team to 10 wins.  Infinite respawns, players are on two teams.  (Respawns: Infinite, Objective #: Control Zone, Victory: 10 Points, Objects: Flag, Scoring: Each Capture)


 * Search and Rescue : Teams must escort three unarmed officers back to their base. Teams score per second for each officer held.  The team with the most points when time is up wins.  Infinite respawns, players are on two teams.  (Respawns: Infinite, Objective #: 3 Zones, Victory: Time, Objects: Unarmed Officer, Scoring: Capture and Hold)


 * Custom game settings available:
 * Respawns: Off, 1/3/5 Individual, 5/10 Team, Infinite
 * Objects:
 * Flag: The objective is a flag which you pick up by running over it.
 * Armed Officer: The objective is an offier, who is armed and will fight on your side while you escort him around the map.
 * Unarmed Officer: The objective is an officer who is not armed, and will only follow you around the map. He will not fight for you.
 * Objective #: 2 Bases, Mobile Random, Fixed Random, 3 Zones, Central Zone
 * Scoring:
 * Capture All: Capture all the zones to win or bring all the objectives to your base to score.
 * Capture and Hold: Get points for holding the objectives at your base. The more you have at your base, the more points you will get.
 * Each Capture: Get a point for returning the objective to your base. At that point, it teleports back to its starting location.
 * Victory: Time, 5/10/50/150/500 Points


 * Solo Elmination : Everyone is out for himself with the objective of eliminating the other players.


 * Bounty Hunter : Players receive incrementally higher points for consecutive target kills. Killing others resets points per kill.  The player with the most points when time is up wins.  Infinite respawns, each player is on his or her own.  (Respawns: Infinite, Target: Bounty Hunter, Victory: Time)


 * Last Man Standing : The player with the most kills when time is up or when only one player is left alive wins. No respawns, each player is on his or her own.  (Respawns: Off, Target: Sharpshooter, Victory: Time)


 * Seek and Destroy : Score by eliminating and becoming the target, or eliminating players as the target. First player to 10 points wins.  Infinite respawns, each player is on his or her own.  (Respawns: Infinite, Target: Seek and Destroy, Victory: Time)


 * Sharpshooter : First person to 10 kills wins the round. Infinite respawns, each player is on his or her own.  (Respawns: Infinite, Target: Sharpshooter, Victory: 10 Points)


 * Thief : The player with the highest score becomes the Thief. Score two points for killing the Thief and one for other kills.  First player to 15 points wins.  Infinite respawns, each player is on his or her own.  (Respawns: Infinite, Target: Thief, Victory: 15 Points)


 * Custom game settings available:
 * Respawns: Off, 1/3/5 Individual, Infinite
 * Target:
 * Sharpshooter: You get one point for eliminating another player.
 * Thief: The player who has the most kills is the Thief. Killing the Thief counts for two points.  Killing anyone else is just worth one point.
 * Seek and Destroy: The player who gets the first kill becomes the Target. The target gets points for killing any other players.  Everyone else score for killing the target and loses points for killing anyone else.
 * Bounty Hunter: At the start of the round, players receive a target. Points are only scored for target kills, with increasing values for each consecutive kill.  Killing non-targets resets consecutive kill count.
 * Victory: Time, 5/10/15/30 Points


 * Solo Territory : Everyone is out for himself with the objective of controlling zones on the map.


 * Hamburger Hill : A single, central zone is the target, and a player must remain in it to gain points. The player with the most points when time is up wins the round.  Infinite respawns, each player is on his or her own.  (Respawns: Infinite, Victory: 150 Points, Zone: 1 Central)


 * Custom game settings available:
 * Respawns: Off, 1/3/5 Individual, Infinite
 * Zone: 1 Central, Fixed Random, Mobile Random
 * Central Helo: There is one target zone in the center of the map. While you control it, a helicopter hunts down the other players, scoring points for you.
 * Random Helo: A zone is picked at random to be the target zone, and it does not change. While you control it, a helicopter hunts down the other players, scoring points for you.
 * Victory: Time, 5/10/50/150/500 Points


 * Solo Objective : Everyone is out for himself, and is trying to capture an object on the map.


 * Escort : Players gain points for escorting an armed officer. The first player to 50 points wins.  Infinite respawns, each player is on his or her own.  (Respawns: Infinite, Objective: Armed Officer, Victory: 50 Points)


 * Flag Carry : Pick up the flag for points. Flag drops where you are killed.  (Respawns: Infinite, Objective: Dropped Flag, Victory: Time)


 * Custom game settings available:
 * Respawns: Off, 1/3/5 Individual, Infinite
 * Objective: Armed Officer, Unarmed Officer
 * Respawn Flag: The objective is a flag that will respawn to the center when the carrier is killed.
 * Dropped Flag: The objective is a flag that will drop where the carrier is killed.


 * Campaign : Players are on one team and must complete mission objectives while facing enemy opposition. This gameplay mode may suffer reduced performance based on network conditions.


 * Mission : Play a campaign mission where players must defeat enemy forces and complete objectives to win. Respawns are off.  (Respawns: Off)


 * Custom game settings available:
 * Respawns: Off, 1/3/5 Individual, 5/10 Team, Infinite
 * ''Note: Campaign must be played with Respawns Off to earn the Perfect Campaign Achievement.


 * Co-op Elimination : Players must all work together to eliminate enemies spread around the map. This gameplay mode may suffer reduced performance based on network conditions.


 * Firefight : Players must eliminate a large enemy force. The team wins when all enemies have been eliminated.  Each player has three respawns, and all are on one team.  (Respawns: 3 Individual, Enemy Density: Medium)


 * Custom game settings available:
 * Respawns: Off, 1/3/5 Individual, 5/10 Team, Infinite
 * Enemy Density: Low, Medium, High


 * Co-op Territory : Players must work together to stop enemies from gaining control of various locations on the map. This gameplay mode may suffer reduced performance based on network conditions.


 * Defend : Players must prevent enemy forces from capturing their base. The team wins when all enemies are eliminated or when time expires.  No respawns, players are all on one team.  (Respawns: Off, Enemy Density: Medium, Base Zones: Base, Zone Failure: 1 Zone)


 * Custom game settings available:
 * Respawns: Off, 1/3/5 Individual, 5/10 Team, Infinite
 * Enemy Density: Low, Medium, High
 * Base Zones:
 * 1/3/5: There is one/three/five target zone(s) you must get to, and stop the enemies from gaining control of it/them.
 * Base: Stop enemies from gaining control of your base zone.


 * Co-op Objective : Players must work together to recon various locations on the map, without alerting the enemy. This gameplay mode may suffer reduced performance based on network conditions.


 * Recon : Players must recon each of five zones while enemy forces patrol the area. The game ends when all five zones have been successfully scouted.  No respawns, players are all on one team.  (Respawns: Off, Enemy Density: Medium, Recon Zones: 5, Alarm Failure: No)


 * Custom game settings available
 * Respawns: Off, 1/3/5 Individual, 5/10 Team, Infinite
 * Enemy Density: Low, Medium, High
 * Recon Zones: 1/3/5
 * Alarm Failure: Yes/No

Advanced Settings
There are many ways to tweak the multiplayer experience of GRAW. Following is a list of the server variables available, and explanations of their options.


 * Number of Players (1-16) : Sets the maximum number of players the server will allow to join. This number cannot be set lower than the number of players in the server.
 * Method for Player Assignment (Player Control, Host Control, Random) : Determines how players will be placed on teams. 'Player control' allows players to choose, 'Host control' allows the host to assign players' teams, and 'Random' randomly assigns teams at the start of the round.
 * Team Start Location (Standard, Swapped, Alternating, Random) : Determines which base teams will start from. 'Standard' uses default, 'Swapped' uses the opposite of default, 'Alternating' switches with each round, and 'Random' randomly selects at the beginning of each round.
 * Blue Team Camo : Select which camouflage pattern the Blue Team will wear.
 * Red Team Camo : Select which camouflage pattern the Red Team will wear.
 * Auto Launch Timer (Off, 30 sec, 60 sec, 2 min, 5 min) : Setting this timer will automatically launch the game when the selected amount of time is up, regardless of whether or not all players have indicated that they are ready.
 * Game Start Timer (Off, 10 sec, 20 sec, 30 sec) : This timer is a 'countdown' that begins once the map is loaded and players can select their weapons. No one can move or shoot until the timer expires.
 * Force Respawn Timer (Off, 10 sec, 30 sec, 60 sec) : Players will automatically respawn when this amount of time is up, whether they choose to or not.
 * Respawn Wait Timer (Off, 5 sec, 10 sec, 30 sec) : Players must wait for this amount of time before they will be allowed to respawn again.
 * Respawn Invulnerability (Yes/No) : Sets whether or not players will be invulnerable when they respawn. When set to 'YES,' players will not be able to shoot or be killed for five seconds after they respawn.
 * Force Camera (Off, First Person, Over the Shoulder) : Sets whether or not players will be locked into a specific camera view. Players can be restricted to 'First Person' or 'Over the Shoulder' perspective.  Setting this to 'Off' allows players to use their preferred view.
 * Kill Camera (Yes/No) : Sets whether or not the Kill Camera is used. When set to 'YES,' upon a player's death, a camera will zoom to the location from which the killing shot came.  Set to 'NO' to disable this camera.
 * Drones (None, 30 sec, 60 sec, 2 min) : Sets whether or not Drones will be available. Selecting a time will determine how quickly drones will respawn.
 * ID Friendly/Foe (Friendlies and Enemies, Off, Friendlies Only) : Determines who will appear highlighted in the HUD.
 * Lock Room (Yes/No) : Setting this to 'YES' will prevent any more players from joining the server. Set to 'NO' to allow players to join.
 * Class Modifiers (Yes/No) : Set the server to play with or without class modifiers. When set to 'YES,' class bonuses and penalties are applied to each player based on their class and weapon choices.  Set to 'NO' to disable class modifiers.
 * Show Enemies on Intel Map (Yes/No) : When set to 'YES,' enemies will appear on the intel map whenever they are in the line-of-sight of a friendly unit or drone. Set to 'NO' to prevent enemies from appearing on the intel map.
 * Allow Weapon Pickup (Yes/No) : Toggles whether or not players are allowed to pick up weapons left by fallen enemies.
 * Map Rotation (Same, Shuffle, In Order) : This allows the server to determine what order the maps will be played in. Set to 'In Order' to play through the maps in order, 'Shuffle' to play them in a randomly selected order, or 'Same' to play only one map.
 * Map Plays (1-5) : Sets the number of times a map will be played before rotating to the next map.
 * Voice Channel (Everyone, Alive Only, None) : Determines which players are allowed to communicate by voice. Set to 'None' to disallow, to 'Alive Only' to allow currently active players, and 'Everyone' to allow all players to use voice communication.
 * Allow Night Vision (Yes/No) : Toggles whether or not players are allowed to use night vision during the match.