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Old 06-19-2008, 08:50 AM   #31

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Re: [Gameplay] Deployable Assets

is it possible to have underground bunker ? something similar to that :

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Old 06-19-2008, 09:13 AM   #32

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Re: [Gameplay] Deployable Assets

How about a deployable radar station (models already there) which puts air units within a certain range on the map, similar to the UAV from vanila. of course that would also put you on the map for any aircraft. SAM sites FTW
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Old 06-19-2008, 09:27 AM   #33
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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by Boris.T.Spider View Post
How about a deployable radar station (models already there) which puts air units within a certain range on the map, similar to the UAV from vanila. of course that would also put you on the map for any aircraft. SAM sites FTW
wtf?

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Old 06-19-2008, 09:32 AM   #34

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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by Hotrod525 View Post
is it possible to have underground bunker ? something similar to that :
no, defnatly not, as you can not go under the terrain

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Old 06-19-2008, 09:36 AM   #35

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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by [R-CON]marcoelnk View Post
wtf?
Well he propably ment the radar only scans the air or just shows airplanes on the map... if he didnt ment that, than i mean that...



Da Supa Engie makes all vehicles go boom .... *buwahahahaha*
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Old 06-19-2008, 09:44 AM   #36

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Re: [Gameplay] Deployable Assets

Quote:
Originally Posted by [R-CON]marcoelnk View Post
wtf?
Not sure which part your WTF'ing at but, as I recal from my old flight sims, active radars at SAM sites which give the SAM opperators some warning that that there is a jet aproaching are a dead give away for modern jets and fairly easy to avoid. It would essentialy be to deny sections of the map air support.
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Old 06-19-2008, 09:51 AM   #37

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Re: [Gameplay] Deployable Assets

Some nice improvements DB, good work!

I feel that a vital and realistic asset is missing...



Jk/ wouldn't mind waiting till 1.0 tho.

On a serious note, the HMG's along with this new set of rules are fullbore!


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Old 06-19-2008, 09:57 AM   #38

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Re: [Gameplay] Deployable Assets

I'm not too sure about #3, wouden't it lead to no one being no one as commander?

Rico11b: Better than that just take the body out of the game all together, and we'll have floating heads in game.
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Old 06-19-2008, 10:31 AM   #39

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Re: [Gameplay] Deployable Assets

Nice update! Heavy Machin Gun will rockz!

but i dislike the idea of not having a command post.
becouse command posts are an excellent target for an SF mission to slow down the enemies movement, and and i think its much more realistic with an command post, okay maybe not the current model, but maybe in another way.



Ingame name: Cpl Behr[13thMEU]
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Old 06-19-2008, 11:24 AM   #40

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Re: [Gameplay] Deployable Assets

I like the whole idea about there not needing to be a commander. Too many times have I seen people being forced to be commander just to get bunkers/firebases.


[R-MOD]Dunehunter-Freedom? This...is...The PR Forum! *kicks LekyIRL down the well on Basrah*
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