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06-25-2006, 05:51 PM #1
one UCB per side and that is it.
This will either be a big hit or a big miss.
aculle01 gave me the idea for this when he/she wrote that a lot of action takes place in and around the CB.
Basically the idea is to make map were instead of controlling an out post/s or flag/s the two teams meet out on the field of battle to do one thing. Destroy each other.
There are no CB flags to capture. So all the equipment and vehicles will need to come from the UCB. having a UCB will prevent the enemy from sneaking around and captureing your only flag, plus it makes the bleed even.
This is something really differnt. this is another example of when my punny brain cannot fathom the variables here.
I think the map should be large (forest area, no urban combat) and should have tanks, and choppers (gunship included) light jeeps, AA, the works, even jets.
Some tactics would be both team charging each other as one unit and having an awsome mellie!!
Others would be flanking and seperating the enemy team and chopping them up.
Again with tanks and other vehicles there will be a lot of variables.
The map should have bridges to seperate teams if it is blown, to again chop them up.
The map should have open areas and dense follage.
Again, one UCB per side and let the studs do the math.
There could be an issue with a team's UCB getting almost overran but if the team cannot contain the enemy on the battlefield well then, they deserved to have their UCB surronded. They could always stay back on organize their attack (no rush cause no bleed) and make a push out with the whole team acting as one unit. You know sort of like a Butch Cassidy Sundance kid thing.
I think this is a great idea. Give a thumbs up or down if you like or do not like the idea.
Feel free to write your opinons.(PO3) Marcinko_R. (BF2 PR .509) Squad Member
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06-25-2006, 06:03 PM #2
Re: one UCB per side and that is it.
It might make for a good map, it'll play poorly at TG. It'll be all aggression, and no coordination or tactics (or at least, not enough to matter).
One thing that's relatively constant at TG is a focus on objectives beyond "decimating the other team". This proposal is for a map where that's the only objective.
Again, it might be fine somewhere else, but my gut says it'll come up short here.
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Tempus: Pokerface is nailing it right on the head. Everyone who is arguing against him is simply arguing against reality.
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06-25-2006, 06:19 PM #3
Re: one UCB per side and that is it.
Rick et al-
I have just finished a plan to do exactly that. It "should" avoid the issue that Poker brings up as well.
Here is the thread:
Incense Road (Custom Tac Mod Map - No Flags)|TG| LoyalGuard
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06-25-2006, 06:39 PM #4
Re: one UCB per side and that is it.
This thread should be closed and everyone go to loyalguards thread.
(PO3) Marcinko_R. (BF2 PR .509) Squad Member
(CPO) Marcinko_R. (BF2 PR .509) Squad Leader
(LCDR) Marcinko_R. (BF2 PR .509) Commander
Squad Member pledge to their SL:http://www.tacticalgamer.com/battlef...ad-leader.html
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06-25-2006, 06:40 PM #5
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Re: one UCB per side and that is it.
Just as I said in the other thread, there has to be a reason for advancing on the battlefield. Mabey hundreds of hidden CP's that are captured instantly when someone steps on them, which then form a front and whoever controls a line will get ticket bleed.
If there was no insentitive to be on the battlefield other than killing someone, why not stay in the UCB and let the battle come to you?
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06-25-2006, 08:24 PM #6
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Re: one UCB per side and that is it.
Ok.
Originally Posted by Rick_the_new_guy
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