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Old 03-05-2009, 11:20 AM   #101
Bad1n

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Default Re: [MAP] Sangin - Update

Looking PERFECT!
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Old 03-05-2009, 11:40 AM   #102
[R-DEV]marcoelnk
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Default Re: [MAP] Sangin - Update

Quote:
Originally Posted by [R-DEV]Dr Rank View Post
Don't worry. you'll get your CAS, I've got all the gamemodes worked out, they just need seting up and testing for balance issue etc. But CAS is an crucial part of the fighting out there, so it will be included.

The basic plan of attack for the British in the insurgency gamemode will be to move out in WIMIKs to hunt down the Taliban and destroy their weapons caches. They will also be able to manouver around in Chinooks (which will also provide supplies to the front lines), and probably have additional fire support provided by the Scimitars. It is incredibly difficult to spot troops on the ground due to the huge amount of ground cover, especially over any kind of distance. The Taliban will be able to dig in around the compound where the cache is located and put up a strong ground defence, with rally points being very difficult to spot and plenty of RPGs, IEDs etc available, if the Brits just try to stroll up in their WIMIKS they are going to have a very tough time of it. As the WIMIKS get closer to the Taliban position they will become incredibly vulnerable to RPG and small arms fire. The best way to utilise the WIMIKS will be to do what soldiers usually do with them in real life and set them up on some high ground as an FSG (Fire Support Group) to help provide covering/suppressive fire for the troops on the ground. In addition, once the Taliban positions have been IDed, the British can then call in CAS (which will vary depending on the Gameplay Layer) to take them out, a move which can be swiftly followed up by ground troops moving in. All of the caches will be located inside compounds, so they cannot simply be taken out by the air power, they will all require troops to move in and clear out the compounds on foot. Fire support can also be given on a squad level, with squads utilising other nearby compounds to lay down fire, and set up more temporary FOBs (i.e. build a fire base/defences there).

That's only the tip of the iceberg in regards to realism in the gamemodes, but it should give you all some idea where I'm heading with this. Like I've said before, a huge amount of research and planning has gone into this. Hopefully we should see the rewards of this when the map is released
but with being it an insurgency map i think its too easy for lets say an a-10 to take out the enemies. as soon as the marker popos up on the minimap it will simply wipe out the whole area around , killing everyone who tries to move out from where the cache is well hidden and protected. so basically this does not give the insurgents any time to actually fulfil the procedures you mentioned ( IEDs , rpgs ,etc).
I think the best way to prevent this is a mixture of AAS and insurgency ( with more than 1 flag like on ramial but maybe fewer caches ) or even better the scenario gamemode.


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Old 03-05-2009, 12:08 PM   #103
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Default Re: [MAP] Sangin - Update

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but with being it an insurgency map i think its too easy for lets say an a-10 to take out the enemies. as soon as the marker popos up on the minimap it will simply wipe out the whole area around , killing everyone who tries to move out from where the cache is well hidden and protected. so basically this does not give the insurgents any time to actually fulfil the procedures you mentioned ( IEDs , rpgs ,etc).
I think the best way to prevent this is a mixture of AAS and insurgency ( with more than 1 flag like on ramial but maybe fewer caches ) or even better the scenario gamemode.
The problem is if you add a flag, it will just need infantry to defend it, aircrafts will still rape and it'll be worse because there will be less infantry hunting caches.

But honestly, this map is promising! I can see it'll be hard for Rank to make this map work properly and be the least balanced with all those assets, but I believe he'll do great work out of this nonetheless.

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Old 03-05-2009, 12:44 PM   #104
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Default Re: [MAP] Sangin - Update

ins/taliban just need to play it smart and stay hidden and set IEDs and other ambushes. Thats the way they do it irl.


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Old 03-05-2009, 02:21 PM   #105
[R-DEV]Dr Rank
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Default Re: [MAP] Sangin - Update

Don't stress about assets and gamesmodes lads, I've got it all in hand. Yeah, Insurgency should get tweaked for large maps, trying to stretch a defence across 3 caches in a 4km environment just won't work. I'm thinking one cache at a time to keep everything focused and get some intense combat. This will also mean CAS will generally be needed because there could be as many as 32 Taliban dug in defending. This is the sort of thing that gets tweaked and finalised in testing.

So basically, don't worry, I've got it all in hand, like I said, I'll release some more gameplay info at a later date. All of the gamemode layers have already been planned and will just need some testing once the map is complete.


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Old 03-05-2009, 02:33 PM   #106
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Default Re: [MAP] Sangin - Update

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Don't stress about assets and gamesmodes lads, I've got it all in hand. Yeah, Insurgency should get tweaked for large maps, trying to stretch a defence across 3 caches in a 4km environment just won't work. I'm thinking one cache at a time to keep everything focused and get some intense combat. This will also mean CAS will generally be needed because there could be as many as 32 Taliban dug in defending. This is the sort of thing that gets tweaked and finalised in testing.
.
i was worried about that, but it seems you have it sorted

1 cache at a time, and make sure taliban know what next cache will be so it gives them time to set up defenses on the next one if wiped out?


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Old 03-05-2009, 02:52 PM   #107
THE.FIST
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Default Re: [MAP] Sangin - Update

probably nice map gj
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Old 03-05-2009, 02:54 PM   #108
[R-DEV]Dr Rank
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Default Re: [MAP] Sangin - Update

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1 cache at a time, and make sure taliban know what next cache will be so it gives them time to set up defenses on the next one if wiped out?
Yep, that's the plan, for the standard gamemodes anyway...


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Old 03-05-2009, 03:54 PM   #109
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Default Re: [MAP] Sangin - Update

Quote:
Originally Posted by [R-DEV]Dr Rank View Post
Don't stress about assets and gamesmodes lads, I've got it all in hand. Yeah, Insurgency should get tweaked for large maps, trying to stretch a defence across 3 caches in a 4km environment just won't work. I'm thinking one cache at a time to keep everything focused and get some intense combat. This will also mean CAS will generally be needed because there could be as many as 32 Taliban dug in defending. This is the sort of thing that gets tweaked and finalised in testing.

So basically, don't worry, I've got it all in hand, like I said, I'll release some more gameplay info at a later date. All of the gamemode layers have already been planned and will just need some testing once the map is complete.
But surely this would be difficult if theres 32 Taliban in the same place, i mean it would take a while to bring down those defenses. Mind you, one LGB should do the trick for 30seconds before they all respawn


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Old 03-05-2009, 04:00 PM   #110
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Default Re: [MAP] Sangin - Update

to my understanding, it was very difficult IRL. feel the CAS/FSG will be deciding factor (hope so anyways)


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