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Author Topic: Sector System  (Read 7704 times)
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #20 on: July 23, 2010, 07:32:40 am »

Your right, aidropped troops are just a better form of infintry at the moment. That wasn't the purpase of them. Their purpase was to drop in to a desired zone to outwit and outrun the german troops to a given objective and hold it untill re-enforcments of a main core. By 'balancing' airbone with buffs that make them a backbone unit we are disreguading their priority use.
somebody <3 airborne Wink

Are you guys suggesting that any sector be cappable?
Because i think we'd need only connected sectors to provide population otherwise backcapping would be way too big a problem.

It would be similar to the days 2 years ago when we had this:
40 fuel resource bonuses
on board mechanics (24/7 health repair)
field repairs
raid
scouting jeep
40 fully upgraded m8's and 1 pershing

m8 hits mine - self heals
m8 loses gunner - self respawns
m8's encounter heavy tank - suicide mines, hit+run or pershing.
m8s encounter anything else - its dead

and they cap the whole map while doing this.

throw in a camo American sniper who can hold territory and you are win.
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MittinsKittens Offline
Donator
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Posts: 916



« Reply #21 on: July 23, 2010, 08:16:05 am »

Well, thats something Id like to do too - so, during 0900 / 1000 we'll really sink our teeth into game-modes and see what we can do eh?

: OOOO

Awesome, Will love to see what you guys come up with. Will be awesome if you get a couple more gametypes out Cheesy
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Ununoctium Offline
EIR Veteran
Posts: 1256


« Reply #22 on: July 23, 2010, 10:12:41 am »

: OOOO

Awesome, Will love to see what you guys come up with. Will be awesome if you get a couple more gametypes out Cheesy

Everyone vs Two
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AmPM Offline
Community Mapper
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Posts: 7978



« Reply #23 on: November 12, 2010, 01:56:43 pm »

Bump.

To clarify for the people that don't see how this is used. It allows, with a piece of SCAR included in the .SGA, the sectors for that map to be capped without "supply". This allows for sectors to be placed ONLY on Objective areas, meaning, you fight over 5-7 specific areas on the map, not over random fields and shit.

Also, this allows map design to take wings and fly, as you can play on oversized maps for the game size, allowing flanking and so forth but still requiring your enemy to take the sectors on the objectives. AKA, you can get surrounded but wont lose the sector till they take it from you.

It makes games interesting, you can be fighting along the front and have a large AB raid drop behind into an objective, killing the 1-2 garrison units and taking it over. Meaning, units have to divert from the front or other objectives to retake it.
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Tymathee Offline
Donator
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Posts: 9741



« Reply #24 on: November 12, 2010, 02:38:56 pm »

 Why not have active sectors like run thru null sectors. Like this..

[ ] <--sector
|0 <--null
| <--sector in a line
[ } <--another sector

think of it as a balloon connecting to another balloon.
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"I want proof!"
"I have proof!"
"Whatever, I'm still right"

Dafuq man, don't ask for proof if you'll refuse it if it's not in your favor, logic fallacy for the bloody win.
AmPM Offline
Community Mapper
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Posts: 7978



« Reply #25 on: November 12, 2010, 02:56:01 pm »

Because it makes the gameplay suck, already been tried, basically you have to find and cap random pathways to cap sectors.
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EIRRMod Offline
Administrator / Lead Developer
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Posts: 11009



« Reply #26 on: November 12, 2010, 05:04:01 pm »

Is it no longer something codeable by the mod makers?
When I start coding in scenario switches AmPM - you'll have a LOT more fun things to do Wink
Map capping rules, area points (for old-style objective types), triggers / random abilities etc etc

In fact, I'll probably brainstorm with you guys (mappers) and discuss the potentials early Jan.
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chefarzt Offline
EIR Veteran
Posts: 1906



« Reply #27 on: November 12, 2010, 05:30:29 pm »

Seeing some Objective based maps comin back would ne nice.
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