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Old 08-09-2017, 11:32 AM   #31
Rabbit

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

Quote:
Originally Posted by Frontliner View Post
No.

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.
It does limit it, but it also keeps in realism, rather than building a fob in bum fuck no where you place a bunch of control points with route, lets say within an area area being 1.8 km from your main to 2.4km. within this fan you place control points in cities, at factories, hill tops, intersection, over passes, whatever you want, places that a military would actually want to control but also may no actually be a flag in AAS for whatever reason.

Each team would get the "area" they need to control and build a fob in and be required to locate the other teams area and destroy that fob.

Pretty much what it would do is keep some realism in there with not getting points building a fob in what would be in reality and nonstrategic area, a flaw in the current and future version.

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Old 08-09-2017, 12:53 PM   #32
CAS_ual_TY
PR Server License Administrator

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

Testing Server is up.

Password is: redux

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Old 08-09-2017, 05:25 PM   #33
CAS_ual_TY
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Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Updated topic with FOB zones

The zones are as follows:

Blue = Zone 0
Green = Zone 1
Yellow = Zone 2
Orange = Zone 3
Red = Zone 4

CH on the left, RU on the right




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Old 08-09-2017, 05:33 PM   #34
mectus11
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Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

you're putting me out of work man

does red mean more tickets?


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Old 08-09-2017, 05:57 PM   #35
KruZar
Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

graphics r shit mectus... fire this guy.. and yes red is more tickets
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Old 08-09-2017, 08:01 PM   #36
DogACTUAL

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

Quote:
Originally Posted by Rabbit View Post
...
What if i told you the whole map is the control point/strategic area?

Also, don't real FOBs often get constructed out in the open terrain to get control over a big area?
I think the current approach is really well done and the whole project is an excellent idea.
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Old 08-09-2017, 08:10 PM   #37
mectus11
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Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Control points will mean the game will have more of a defined objective, fighting over control points and killing the FOBs.

Right now I think putting a FOB randomly somewhere and having to look for the enemy FOB seems like a waste of time even if they generate tickets, control points will add more of a sense of an objective.


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Old 08-09-2017, 08:58 PM   #38
Rabbit

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

Quote:
Originally Posted by DogACTUAL View Post
What if i told you the whole map is the control point/strategic area?

Also, don't real FOBs often get constructed out in the open terrain to get control over a big area?
I think the current approach is really well done and the whole project is an excellent idea.
Then I would I would call you a average Officer, a terrible leader.

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Last edited by Rabbit; 08-09-2017 at 09:05 PM..
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Old 08-10-2017, 05:34 AM   #39
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
It does limit it, but it also keeps in realism, rather than building a fob in bum fuck no where you place a bunch of control points with route, lets say within an area area being 1.8 km from your main to 2.4km. within this fan you place control points in cities, at factories, hill tops, intersection, over passes, whatever you want, places that a military would actually want to control but also may no actually be a flag in AAS for whatever reason.
Ok, so first of all most people are aware that you need to build your FOBs in defensible spots in the first place. The act of hiding your FOBs or putting them in sensible spots isn't exactly new. What your suggestion doesn't cover is the fact that not all spots that look good from the map's(mapper's) perspective are good for deploying your FOBs in every situation. This robs players of their ability to make things work out if they combine an unconventional approach(such as placing an FOB somewhere in the open rather than inside the factories) with the necessary smarts to make it work.

Second of all your idea is basically AAS, just delayed. One of CnC's premises and -in my opinion its- selling point has been to give the players the ability to say: "We put the FOB there because we think we can defend it there". The gimmick of the game mode would be totally lost and I always found the player's ability to build FOBs(a.k.a. their spawnpoints) whereever they want as a big step over BF2's flag spawns, a feeling which I would like to preserve - and not penalize.

And lastly, where is the surprise element? Might as well write in all-chat where your strong point is.

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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Old 08-10-2017, 04:12 PM   #40
[R-DEV]AlonTavor
PR:BF2 Developer
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Default Re: Command and Control REDUX - 19th August 18:00 PRT - AREA 94

Fob removal:

When a team loses a fob, they lose 5% of their tickets. If they wish to move the fob somewhere else, commander can issue a demolish order from the commander screen, which will remove the fob in 150 seconds. Issue a demolish on the fob again to cancel it. This prevents a team from quickly removing a fob before its destroyed by enemies.

Officer radio is untouched for this version, removing a fob with a radio will still cost tickets.

Obviously, all numbers above (And everywhere else in this thread/PDFs, really) aren't final.
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Last edited by [R-DEV]AlonTavor; 08-10-2017 at 04:17 PM..
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