|
PR Time:
|
||||||
| Register | Forum Rules | Developer Blogs | Project Reality | Members List | Search | Today's Posts | Mark Forums Read |
![]() |
|
|
LinkBack | Thread Tools | Display Modes |
|
|
#51 |
![]() Join Date: Jun 2008
Location: Chicago
Posts: 178
|
I WANT 0.8 NOW.
|
|
|
|
|
#52 |
|
PR Artwork Team
![]() Join Date: May 2006
Posts: 3,950
|
can the number of Forward Outposts be diferent in each map? for example maps like kasrahn or quiling will requere more Forward Outposts than mestia or bi ming .
|
|
|
|
|
#53 | |
![]() Join Date: Feb 2007
Location: Warsaw, Poland
Posts: 143
|
Quote:
What about limiting number of deployable FOBs to two when there's no CO? Or lowering 'health points' of the assets to ~65%? | |
|
TW & VoIP
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Ingame: WO1 ChrisG[EEF] |
||
|
|
|
|
#54 |
|
PR Operations Management
![]() |
They most definitely will. You'll still need a CO for AreaAttacks (JDAMS) and other toys we have planned for the CO.
|
|
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. "Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
|
|
|
|
|
|
#55 | |
![]() Join Date: Nov 2007
Posts: 352
|
Quote:
And anyway, a CO would still direct squads and quickly pass along vital info, thus keeping your whole team together. A team without a CO would not only lack the commander "toyz" and the cohesiveness,but will most likely end up with 1 or 2 of the FO's in really pointless places. | |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
||
|
|
|
|
|
|
|
|
|
|
#56 |
|
PR Operations Management
![]() |
|
|
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. "Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
|
|
|
|
Last edited by [R-DEV]Jaymz; 06-23-2008 at 04:29 AM..
|
|
|
#57 |
![]() Join Date: Apr 2008
Location: New Zealand
Posts: 170
|
sorey this vid is no longear avalbile
|
|
|
|
|
#58 |
![]() Join Date: May 2006
Posts: 2,148
|
Commander R.I.P. sad, understandable, but the wrong direction. Teams without a commander should loose. Simple
|
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
#59 |
![]() Join Date: Oct 2007
Posts: 504
|
Everything is great, though the "You no longer need a commander to deploy assets" isn't too good an idea...
I was thinking that this would maybe de-promote teamplay And that squad leaders placing forward outposts wherever they want, causing conflicts between squad leaders etc (IE using all 4 before they really need them). Also what will happen if one FO needs to destroyed, will there be a "Demolish" button like there was for the commanbder? If so, you would see e players like *ahem* wumwuts *ahem* being SL and demolishing all the assets on the field... Apart from that, things are looking good |
|
To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
|
|
|
|
|
#60 | |
![]() Join Date: Apr 2008
Location: Helsinki
Posts: 1,017
|
Quote:
You also should make a team without commander much, much more crippled than it's today. As one of the problems with the current commander model is that game is still playable to some extent without one. | |
|
|
|
|
|
|
|
|
![]() |
| Tags |
| antiair, assets, bunkers, commander, deployable, firebase, gameplay, hmg, outposts, razorwire, rules, sandbags |
| Thread Tools | |
| Display Modes | |
|
|