|
|||||||
![]() |
|
|
|
LinkBack (20) | Thread Tools | Display Modes |
|
|
#11 |
![]() Join Date: Aug 2007
NetherlandsLocation: Groningen
Posts: 1,544
|
Re: [Gameplay] Deployable Assets
Mortars?
|
|
|
|
|
|
#12 |
![]() Join Date: Mar 2007
PolandLocation: Long Island, New York
Posts: 304
|
Re: [Gameplay] Deployable Assets
|
![]() The movie my sig is from is bill(Ty Burlock)
|
|
|
|
#13 | |
![]() Join Date: Feb 2007
United States of AmericaLocation: Bronx,NYC
Posts: 3,128
|
Re: [Gameplay] Deployable Assets
Quote:
| |
![]() ![]() "Exactly how long does it take to get to the center of a tootsie pop?" -Me |
||
|
|
#14 | |
![]() Join Date: Dec 2007
United States of AmericaLocation: Above that one place, but below that one.
Posts: 289
|
Re: [Gameplay] Deployable Assets
Quote:
Anyway, this part I like: [quote][3. Commander Approval for Forward Outposts We noticed the big spam that happens when you are in a team that doesn't have a Commander. Everybody starts asking that somebody be one, just so that the team can deploy Forward Outposts as it's a very important asset, specially after you lose your squad's Rally Point. Our change here is that you won't need Commander approval to build a Forward Outpost IF your team doesn't have a Commander, BUT you will still need an approval if you DO have a Commander. If your team doesn't have a Commander, for whatever reason, we don't want to force players to do a job that maybe they are not confortable with just so your team can have a place to spawn. But if somebody actually want to be a good Commander, the team will need to follow his plan with regards to the logistics and overall strategy, and benefit from greater coordination and other assets the Commander have under his belt/QUOTE] | |
|
Stop posting cat pictures. Please. Or I will go strike with my dogs. - Brummy
I think the insurgents should be able to have Laserweapons that shoots green or red laser beams, this way the insurgents can be more effective compared to what they are now. - Some other guy Ehh... yeah. Will do right after we finish the UFOs - [R-DEV] Bosco |
||
|
|
#15 |
![]() Join Date: May 2006
Location: Wouldnt you like to know
Posts: 887
|
Re: [Gameplay] Deployable Assets
I've been waiting for #1 for forever
|
| Sponsored Links | |
|
|
#16 |
|
PR Beta Testing Team Member
![]() Join Date: Jan 2008
IrelandPosts: 805
|
Re: [Gameplay] Deployable Assets
Cool
|
|
|
|
|
#17 |
|
PR Mapper Team
![]() Join Date: Nov 2005
United States of AmericaLocation: Feyzabad, Afghanistan
Posts: 2,385
|
Re: [Gameplay] Deployable Assets
|
|
__________________________________________________ ________
![]() "apcs, like dogs can't look up" - Dr2B Rudd Current projects : Feyzabad, Afghanistan |
|
|
Last edited by [R-DEV]CodeRedFox; 06-18-2008 at 11:06 PM..
|
|
|
#18 |
![]() Join Date: May 2008
Location: Probably Al Basrah or Fools Road
Posts: 948
|
Re: [Gameplay] Deployable Assets
I like most of it, but #1 has me concerned, the CP not just rearmed and repaired, it also served as a vehicle spawn point, have any plans been made to address that, i.e. more trucks spawning on maps, or is it just being ignored?
|
|
We made it, I can't believe we made it!
Son, we just crossed the street. -Louis and Bill |
|
|
|
|
|
#19 |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 1,691
|
Re: [Gameplay] Deployable Assets
Sweet, I love the FOB system. I just wish there could be more of a sandbox like placement put in, but that is really asking too much
|
![]() Now a reading from the MODcast "WHEN IS .9 COMING OUT?" -Hughjass "Who said that?- You know, fuck you hughjassy" -Fuzzhead |
|
|
|
|
|
#20 |
|
PR Lead Coder
![]() ![]() Join Date: Jun 2006
BrazilLocation: Campinas, SP
Posts: 4,228
|
Re: [Gameplay] Deployable Assets
More trucks spawns placed by mappers.
|
| Sponsored Links | |
![]() |
|
| Bookmarks |
| Tags |
| antiair, assets, bunkers, commander, deployable, firebase, gameplay, hmg, outposts, razorwire, rules, sandbags |
| Thread Tools | |
| Display Modes | |
|
|