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Old 10-13-2008, 07:38 AM   #21
cyberzomby
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Default Re: PR game modes - are they realistic?

Yeh I agree. I dont see anything wrong with AAS. It helps define the battle and also helps puttin in some sort of realistic assaulting and defending.

I like Daranz's suggestions. Only not about the arty and J-dams.
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Old 10-13-2008, 09:13 AM   #22
Onslaught

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Default Re: PR game modes - are they realistic?

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Originally Posted by LeChuck View Post
if it was realistic then you would have to defend the whole coastline of op barracuda, and that would mean requiring more than 64 players. thats why aas is so useful
Come on, that could easily be balanced by having the US spawn without transports and having to swim ashore!
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Old 10-13-2008, 09:40 AM   #23
[R-MOD]Jigsaw
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Default Re: PR game modes - are they realistic?

Can we please not turn this into a thread about whether AAS is good or bad.

Personally I think AAS is an excellent game mode. However I think that there is the potential for more realistic game modes within the current engine.
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Old 10-13-2008, 09:47 AM   #24
Hfett
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Default Re: PR game modes - are they realistic?

Well it would not be fun to see 2 teams nuking each other instead of playing aas..


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Old 10-13-2008, 09:50 AM   #25
[R-MOD]Jigsaw
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Default Re: PR game modes - are they realistic?

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Originally Posted by [R-CON]Hfett View Post
Well it would not be fun to see 2 teams nuking each other instead of playing aas..
lols and this is realistic how?

I want scenarios that are at least vaguely similar to what is happening in the current conflicts of the world.
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Old 10-13-2008, 09:51 AM   #26
gazzthompson

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Default Re: PR game modes - are they realistic?

CnC is a great mode, but think it will be ALOT better if done like this:

Quote:
Originally Posted by gazzthompson View Post
my input after a 32v32 clan game.

defense markers on main base is needed IMO when your own base is in play to the enemy.

also i found that within 10 mims of play we had a apc and a squad near enemy main base and it was capable, i told them not to attack to make the game last so was thinking, to eliminate this and to promote defense of firebases more:

to make the enemy main base come into play you need 4 firebases but also a 2 firebase lead. what i mean is 10 mins into the game both teams have 4 frebases set up, now instead of going for main straight away they need to find and destroy a min of 2 enemy firebases whistle defending there own to gain a 2 firebase lead (4 firebases to the enemy's 2) then the main comes into play.

something like that?


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Old 10-13-2008, 09:54 AM   #27
[R-MOD]Jigsaw
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Default Re: PR game modes - are they realistic?

I like that idea gazz thats excellent, it means assaulting and clearing out their spawn points before going straight for their main which would make it last longer and more realistic.

Only time it falls down is when 1 team is full of tards who have no clue about building FOBs whilst the other team builds em like theres no tomorrow.
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Old 10-13-2008, 10:14 AM   #28
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Default Re: PR game modes - are they realistic?

Quote:
Originally Posted by jigsaw-uk View Post
Only time it falls down is when 1 team is full of tards who have no clue about building FOBs whilst the other team builds em like theres no tomorrow.
if they other team dont build any the winning team can just cap the main


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Old 10-13-2008, 12:21 PM   #29
arjan

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Default Re: PR game modes - are they realistic?

i think it would be nice to see a mix of Counterattack and Insurgency.
Fallujah in a later release for example.

You have to capture key buildings in the city that are controlled by insurgents. than after you got all the flags, insurgent will counterattack.
after the timer expired the Coalition will have to search for weapon caches to keep the city stable, once theyre all down Coalition wins. if they lose all their tickets they lose.

Ingame name: A.Behr
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Old 10-14-2008, 12:03 PM   #30
gazzthompson

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Default Re: PR game modes - are they realistic?

bump for dev response on my idea, think it would improve CnC ALOT if possible.


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