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Old 04-28-2007, 11:14 PM   #41
{GD}Snake13
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Wait that doesn't make sense, you lose the ability to set a new rally point if any CP on the map falls? even if its no where near what you're doing at the time?

Edit: Instaposted, I still don't understand how this works exactly, it seems like you get punished if you set a rally point after you're team gains ground because now if you lose any you are up a creek. Also the "if you don't get it you're too dumb to be squad leader" is pretty damned insulting.


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Old 04-28-2007, 11:26 PM   #42
eggman
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Quote:
Originally Posted by {GD}Snake13
Wait that doesn't make sense, you lose the ability to set a new rally point if any CP on the map falls? even if its no where near what you're doing at the time?
Kinda. And why are you off on an Infantry Patrol nowhere near an objective that is in contention?

You can still spawn at the current RP, the SL and an APC. So for an organised force on a "mission" .. they can continue to be fairly effective, but for folks off gaggling way behind the lines .. their ability to remain offensive is somewhat compromised by their team losing control of an objective.

If your TEAM loses a CP you cannot relocate your patrol's rally point (if you already have one set) until you equalise or have more CPs than when you last set one.

If you have not already set one, you can set ONE but will not be abe to set a second one (relocate the first one) until you at least equalise CP ownership to what it was when you set a rally point.

Effectively the ability to set rally points (continue on offensive Infantry patrols) is linked to how well your team is doing on the map, which we determine by the status of CP ownership.

And if you have a half asssed decent Commander there will be a Bunker the entire team can spawn at which, in theory, should be fairly close to the engagement area.

Quote:
Originally Posted by {GD}Snake13
Also the "if you don't get it you're too dumb to be squad leader" is pretty damned insulting.
Not expecting people to "get it" with a few half baked posts explaining some of the basic ideas.... but the immediate response is often "pmfg too confucksing I just want to kill stuff" is pretty insulting (and boring) because we're attempting to make a tactically rich game and to do that requires a bit more than "choose weapun, kill".

We're intentionally loading the complexity scale somewhat exponentially through Grunt, Specialist, Squad Leader, Commander. This RP stuff applies to the SLs. We intentionally want people to dedicate themselves to roles to some degree, so we'd like to have an increasing complexity (and influence) scale up through "the ranks" to make for a rich game for the few who want to take on those roles.

Cheers!
egg



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Last edited by eggman; 04-28-2007 at 11:33 PM..
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Old 04-29-2007, 02:04 AM   #43
{GD}Snake13
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It just seems like a somewhat arbitrary restriction, if you're on the attack and the point behind you goes gray you can't regroup and set a new rally to retake the objective, you're stuck with your current rally until the enemy gets around to blowing it up, something seems off when the enemy overrunning your rally is something you try to make happen.

Similarly if you're on defense and you're position gets overtaken you can't fall back and regroup, you're stuck coming in the same place. I just don't see the rational behind the restriction, or any sort of tactical depth bestowed by it.

This means if you're team advances but can't hold on to its gains your team loses the ability to set rally points permanently unless the enemy is stupid enough to destroy them.


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Old 04-29-2007, 05:32 AM   #44
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Edited: Thank you very much Eggman. I'll never say i didn't understand your post 1st time again.

Derrr letts c ip im clever enoff too bea squad leader! hic hic derr
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Old 04-29-2007, 06:17 AM   #45
CyC_AnD
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So you will be able to set more then one RP (if you havn't lost any flag in time after setting the first one), and you can't change location of existing rp untill it is destroyed right?
If I get it right it will make RP's easier to find as you can't relocate them.
But I can live with that. I hope that camo on RP will be changed in v.6 (jungle/desert)
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Old 04-29-2007, 02:01 PM   #46
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RPs have a woodland and desert scheme now.

There will surely be some game play dynamics issues that need tweaking, but we'll hopefully discover those during ob.

Cheers!
egg



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Old 04-29-2007, 02:36 PM   #47
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With this system the team thats gets pushed back at one point and don't get the flag back wouldn't be able to lay RPs till the game ends.
So you should avoid to place a RP when your team have many flags and you are not shure that you can hold them.

And what do you against recreating of squads to avoid the RP handicap.


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Old 04-29-2007, 11:03 PM   #48
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(Deleted as point is moot)


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Old 04-29-2007, 11:55 PM   #49
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We are not preventing a team who loses a CP from setting rally points... when you lose a CP you can set ONE rally point. If you have already set one, then that rally point will expire in 5 minutes. When it expires you will not be able to spawn on it nor can you set another one until you equalise your team's CP status as to what it was when you spawned.

So losing a CP will effectively push your front line back, tho bunkers and firebases can help hold it. If the SL dies and respawns they can again set one rally point.

There are fairly severe penalties for suicide, so that won't be a desireable tactic.

Cheers!
egg



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Old 04-30-2007, 12:02 AM   #50
{GD}Snake13
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Quote:
Originally Posted by [R-DEV]eggman
So losing a CP will effectively push your front line back, tho bunkers and firebases can help hold it. If the SL dies and respawns they can again set one rally point.

There are fairly severe penalties for suicide, so that won't be a desireable tactic.
Ahhh, okay that makes more sense now, I still think it will cause more problems then it solves, as it makes it even more undesirable to retreat and regroup instead of doing a suicide by enemy fire maneuver.


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