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Old 06-18-2008, 07:40 PM   #11

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Re: [Gameplay] Deployable Assets

Mortars?

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Old 06-18-2008, 07:44 PM   #12

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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by Mora View Post
Mortars?
actually, that makes sense and that may be it, hmmm, can we get a wink?

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Old 06-18-2008, 07:48 PM   #13

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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by Ecko View Post
lol, 2 hueys with 3 engys and an officer could set up loads of Firebases ^^.
Thats kinda the idea i would think. To be able to set up hopefully well placed assets on the fly without all the hassle of dealing with a commander. Although you still need a truck and good luck getting to competent hueys to set up a base.


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Old 06-18-2008, 09:08 PM   #14

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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by Ecko View Post
lol, 2 hueys with 3 engys and an officer could set up loads of Firebases ^^.
Ehem, Forward Outposts, thanks

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
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Old 06-18-2008, 10:45 PM   #15

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Re: [Gameplay] Deployable Assets

I've been waiting for #1 for forever
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Old 06-18-2008, 10:52 PM   #16
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Re: [Gameplay] Deployable Assets

Cool

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Old 06-18-2008, 11:00 PM   #17
PR Mapper Team

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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by Ghost1800 View Post
I've been waiting for #1 for forever
Any reason? Just curious

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Last edited by [R-DEV]CodeRedFox; 06-18-2008 at 11:06 PM..
Old 06-18-2008, 11:34 PM   #18

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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!
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Old 06-18-2008, 11:46 PM   #19

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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 Good work guys.


Now a reading from the MODcast "WHEN IS .9 COMING OUT?" -Hughjass
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Old 06-18-2008, 11:48 PM   #20
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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by Tirak View Post
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?
More trucks spawns placed by mappers.
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