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Old 06-18-2008, 11:57 PM   #21

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Re: [Gameplay] Deployable Assets

I have a question, if any SL can set up a FOP (Forward Outpost) then wouldn't any SL just place it wherever they want, with no regard to the overall team? Essentially using them as personal rally/re-arm points for their squads? Is there any sort of counter-measures to prevent such abuse and lack of team-work in the absence of a Commander?
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Old 06-19-2008, 12:05 AM   #22
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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by [R-DEV]coderedfox View Post
Any reason? Just curious
I'll throw in my point for this one, being:

- Placing a command post anywhere at any time could be (and was at times) abused, i.e. for getting a command truck into/on top of an inaccessible area. Another abuse could be moving it out into the middle of the battlefield for repairing/rearming armor, which removes the necessity for Engineers and is pretty much unrealistic.

- One more thing the commander needed to "build". This just reduces the "construction foreman" task for the commander once again.

Just to add...

What purpose does the command post truly serve? The only thing special I about it, is it's ability to repair vehicles, and spawn supply trucks. Why not have something more along the lines of a repair depot at main bases, or FOB's?

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Old 06-19-2008, 01:02 AM   #23

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Re: [Gameplay] Deployable Assets

Nice changes.



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Old 06-19-2008, 01:50 AM   #24

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Re: [Gameplay] Deployable Assets

I thought FH2 had a good mortar solution, why not do something similar?

*poke*

I'm so tierd... They stole my phone!
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Old 06-19-2008, 03:12 AM   #25

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Re: [Gameplay] Deployable Assets

Yeah, Spec Ops will be more usefull now
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Old 06-19-2008, 04:32 AM   #26

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Re: [Gameplay] Deployable Assets

sweet updates.


Some guy on another forum- "I'm an athiest so i don't believe in the apocalypse. The rest of you are ****ed."

To deny all the qualities of a being is equivalent to denying the being itself. A being without qualities is one which cannot become an object of the mind, and such a being is virtually non-existent.
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Old 06-19-2008, 05:26 AM   #27
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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by ironcomatose View Post
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.
Not really ^^. "Truck or 2 Supply crates".

Will be perfect for op archer (So many places are inaccessible to the truck.)
Of course get pilots to co-operate will be difficult.


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Old 06-19-2008, 06:59 AM   #28

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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by isooth View Post
I thought FH2 had a good mortar solution, why not do something similar?
no AIX mortars FTW!!

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Old 06-19-2008, 08:19 AM   #29

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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by Ecko View Post
Not really ^^. "Truck or 2 Supply crates".

Will be perfect for op archer (So many places are inaccessible to the truck.)
Of course get pilots to co-operate will be difficult.
I know but thats why i said good luck finding two huey pilots


"Exactly how long does it take to get to the center of a tootsie pop?"
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Old 06-19-2008, 08:34 AM   #30
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Re: [Gameplay] Deployable Assets

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


thats a smily for you!

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