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Old 08-08-2017, 06:56 PM   #11
CAS_ual_TY
PR Server License Administrator

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Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Quote:
Originally Posted by Avatok View Post
Assets have limit ?
Yes. Info on that can be found on the sheet here:

https://docs.google.com/spreadsheets...px4/edit#gid=0

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Old 08-08-2017, 07:17 PM   #12
Rabbit

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Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Quote:
Originally Posted by CAS_ual_TY View Post
Using highly professional graphics design, I made an example scenario, of what you can do if this happens:



On a serious note tho: You should also consider that you can just spawn in some assets which are immediately going to rape that FOB. Spawn in 3 tanks at once and let them attack that FOB -> FOB gone. If they get damaged they can retreat quickly without problem. We will also make a more strict set of rules for this event punishing baserape harshly.
You could probably just have a mapper place "control points" and one or two will randomly spawn and you need to make a fob closest to that.

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Old 08-08-2017, 07:25 PM   #13
[R-DEV]AlonTavor
PR:BF2 Developer
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Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Quote:
Originally Posted by Rabbit View Post
So if you put a fob near the enemy base aka camping main, you get more points? That part sounds utterly retarded.
In a 4KM map with huge DOD? Not on every map you can effectively camp main.
Supply system is different. Building things actually demolishes your supply crates. You lose the tow and you'll need to get more supplies to rebuild it. Supply helis will be expensive.

Quote:
Originally Posted by Rabbit View Post
You could probably just have a mapper place "control points" and one or two will randomly spawn and you need to make a fob closest to that.
That just makes it king of the hill?... We want the players to choose where they put their fobs.
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Old 08-08-2017, 07:33 PM   #14
mectus11
PR Server License Moderator

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Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

It'd be more like in Dawn of War when you capture resource points, he's not speaking of 1 control point but more like 4 or 5.


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Old 08-08-2017, 07:51 PM   #15
[R-DEV]AlonTavor
PR:BF2 Developer
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Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Having random resource points spawn every X minutes is a nice idea.
We have much to work with for this test, new ideas can definitely improve it.
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Old 08-09-2017, 12:47 AM   #16
FlyingR
Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

This is groundbreaking for PR, well done guys! If this is well implemented and works well it would be definitely a good addition to the actual game itself!

Good luck guys, hope it works well
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Old 08-09-2017, 01:32 AM   #17
Frontliner
Project Reality Beta Tester
Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Quote:
Originally Posted by Rabbit View Post
So if you put a fob near the enemy base aka camping main, you get more points? That part sounds utterly retarded.
No.

The grids close to the main bases award you with no point yield for the FOBs. This goes both for camping right next to your main as well as camping next to the enemy's main. But yes, if you've pushed the enemy far enough back to establish an FOB or both FOBs way in the enemy's half of the map, then you do get more points per FOB. That's to simulate driving an enemy force back.

It's all in the document.

Edit:
Quote:
Originally Posted by Rabbit View Post
You could probably just have a mapper place "control points" and one or two will randomly spawn and you need to make a fob closest to that.
I was against that because it limits the teams abilities to decide which points are suitable for being established as defensible points. It also benefits the team closer to these control points because they can just establish their defense while the other team is still in transit. And lastly, it wouldn't be that different from capturing a flag in AAS. I wanted to conserve the freedom you have in both AAS and CnC, that aspect would be totally lost.

ArkUTD: Do note this issue was resolved by the admin team and mats, thus this was closed
]CIA[ SwampFox: well my definition of glitching is using an enemy kit to kill the enemy
Para: You sir are an arse and not what the game or our community needs.
AlonTavor: that's like 5% holocaust there
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Last edited by Frontliner; 08-09-2017 at 01:41 AM..
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Old 08-09-2017, 03:43 AM   #18
Heavy Death

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Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Nice job! Sadly I'll probably not be around, make sure you record.

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Old 08-09-2017, 04:01 AM   #19
[R-CON]Chuva_RD
PR:BF2 Contributor
PR Server License Moderator

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Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Incredible initiative, I wish it become as popular as AAS and get included into core game!
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Old 08-09-2017, 04:14 AM   #20
[R-CON]Chuva_RD
PR:BF2 Contributor
PR Server License Moderator

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Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Would be nice if MECHINF will be added to list of key squad names, russian community would be happy
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