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#11 |
![]() Join Date: Aug 2007
Location: Groningen
Posts: 1,935
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Mortars?
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#12 |
![]() Join Date: Mar 2007
Location: Long Island, New York
Posts: 350
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. ^movie is called bill^
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#13 | |
![]() Join Date: Feb 2007
Location: Camp Lejeune, NC
Posts: 3,385
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Quote:
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. [R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics. |
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#14 | |
![]() Join Date: Dec 2007
Location: Southern California
Posts: 509
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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] | |
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#15 |
![]() Join Date: May 2006
Location: Wouldnt you like to know
Posts: 1,276
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I've been waiting for #1 for forever
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#16 |
![]() Join Date: Jan 2008
Posts: 1,618
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Cool
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Killer of threads
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#17 |
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Mapping Manager
![]() Join Date: Nov 2005
Location: ZZ9 Plural Z Alpha
Posts: 5,775
Blog Entries: 7
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "apcs, like dogs can't look up" - Dr2B Rudd |
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Last edited by [R-DEV]CodeRedFox; 06-18-2008 at 10:06 PM..
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#18 |
![]() Join Date: May 2008
Location: Asad Khal
Posts: 1,714
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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?
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"That means, Sir Isaac Newton is the deadliest son of a gun in space"
-Anon Gunnery Chief |
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#19 |
![]() Join Date: Oct 2007
Location: Under my desk
Posts: 2,549
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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
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#20 |
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Programming Manager
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More trucks spawns placed by mappers.
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| Tags |
| antiair, assets, bunkers, commander, deployable, firebase, gameplay, hmg, outposts, razorwire, rules, sandbags |
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