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Old 12-29-2008, 09:14 PM   #1
joey_deacs
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Default helmand rules

[url]http://www.realitymod.com/forum/f290-2d-artists/50908-advert-helmand.html#post882992[/url]

a post i put up earlyier, we have tended to draw the rules for the map from the match idea ect.

most of the usual rules will still apply. and will post up soon edited.

i have said at the moment sat 17th Jan @ 19.30 GMT, can the 2 judges attend this date?


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Old 12-29-2008, 09:20 PM   #2
[R-DEV]UK_Force
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Default Re: helmand rules

Most rules can be extracted from this:


[quote]General Idea


Alphas are all set as Taliban Controlled Flags to start with, and the Taliban will have 10 mins at the start of the match to lay booby traps, IED's etc


(The British will be allowed 1 x 4 man SF team to move around the area, undetected to gather critical intelligence - but not to be seen or to engage anyone - if seen the taliban are clear to engage however). SF can reply to contact, but if killed can NOT respawn until the 20 mins is up.

The British will have to retake the Alphas, and hold them.


Both sides this time however will have to also defend their FOB's (Main's), as there will be NO - no go zones, and will be available for sabotage .... but only on foot (No Vehicles etc) which the UN will ensure happens.


A defence force will have to remain in place in both FOB's consisting of 1 x 6 man Squad.





The map will still be open for 64p, and the reason being:

1 x 6 Man Squad in each team as a defence force (12 slots)
2 x ingame Judges (2 slots)
2 x Commanders (2 slots)

Leaving a nice 4 squads per side to do the nitty gritty fighting.[/quote]





Ok?



.


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Last edited by [R-DEV]UK_Force; 12-31-2008 at 04:15 AM..
Old 12-29-2008, 09:24 PM   #3
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Default Re: helmand rules

Holly crap its an early morning info race!!

yes looks good numbers are spot on too


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Old 12-29-2008, 09:25 PM   #4
[R-DEV]UK_Force
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Default Re: helmand rules

[QUOTE='[R-COM]joey_deacs;883011']Holly crap its an early morning info race!!

yes looks good numbers are spot on too[/QUOTE]

Can't sleep and am on BOSM in 7 hours ... lol


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Old 12-30-2008, 08:18 PM   #5
[R-DEV]Outlawz7
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Default Re: helmand rules

Cut down the booby trap setting timer to maximum of 8-10 minutes, no one needs 20 minutes to decide where to stick an IED, also the British will be losing tickets at start until they capture one of the objectives so don't want them to bleed for too long.
I took this rule into mind when designing the map, so even though both teams will start with an equal amount of tickets, the bleed during the preparations should even the odds a bit.

Also rules state that UN judges are to spawn as medics (at least until we get the actual UN soldier into the game), so what will the Insurgent side judge spawn as?


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Old 12-31-2008, 04:15 AM   #6
[R-DEV]UK_Force
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Default Re: helmand rules

10 mins on game start is fine, will ammend it.

MEC Judge can be a collaborator I think.


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Old 12-31-2008, 07:07 AM   #7
[R-DEV]Outlawz7
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Default Re: helmand rules

[url]http://i57.photobucket.com/albums/g214/privateLoL/screen206.jpg[/url]

*cough* There are no civilians.


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Old 12-31-2008, 07:22 AM   #8
joey_deacs
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Default Re: helmand rules

scout I think would be the best, we should make it known that the judge should stay mounted when possible to avoid any blue on blue`s ect.

i`d immagine the judge should not have any real need to get stuck into the middle on this map.


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Old 12-31-2008, 07:41 AM   #9
[R-DEV]UK_Force
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Default Re: helmand rules

scout yes, and I would like to see both Judges in vehicles as much as possible.


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