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#21 |
![]() Join Date: Nov 2007
Posts: 1,600
Location: You can't get here from there
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I won't give him a cent. The DEVs have obviously considered that idea and shot it down, so why bother mentioning it at all?
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#22 |
![]() Join Date: Apr 2008
Posts: 3,175
Location: Cologne Germany
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Agreed give EVERYONE in the squad a warning that the enemy has only like 20 tickets left. It will have impact on gameplay only on very close games, most of the time itll leave a window for the gg and gbye.
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|TG|cap_Kilgore
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#23 |
![]() Join Date: Aug 2008
Posts: 195
Location: Israel
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yea, just get the alert sound or enemy in retreat sound or give CO the ability to see enemy tickets range as mentiond before.
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#24 |
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If the ability to be vaguely aware of Enemy Tickets was added to the commander, it MAY be a slight reason for somebody to become commander. I'm not sold on the idea though
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#25 |
![]() Join Date: Apr 2008
Posts: 3,175
Location: Cologne Germany
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THere are plenty of reasons to be commander if the squads play along. Commadner is more than giving out build orders. The main issue I have with a CO being required, somebody who takes the role begrudgingly to confirm build orders might get requests for orders/coordination and "sucked" into commandint, maybe even enjoying it. Sure with the new release many newbies will not enjoy it, but those who do will take command again and those who dont wont have the burden, because as more and more people find out how great commanding is chances are good a dedicated commander fills in the spot.
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|TG|cap_Kilgore
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| Tags |
| enemy, system, tickets, warning |
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