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Old 01-10-2008, 12:54 PM   #61 (permalink)
 
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Re: Against the rules on fools road?

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Originally Posted by d1sp0sabl3H3r0 View Post
Let's just have a gentleman's agreement that the Village, British Main and all parts between are UCB until Village comes into play, if ever. Vehicles 100m away from Village are fair game. Sabotage squads are only allowed in the main to destroy commander assets - just like a normal map. Commander assets do NOT include the bridge (either via C4 or mine), as this is akin to placing mines at the entrance/exit of a UCB. Ambushes will have to be conducted on the roads leading north or west from Village.

There, simple enough. What say ye?
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Old 01-10-2008, 12:55 PM   #62 (permalink)
 
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Re: Against the rules on fools road?

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Originally Posted by d1sp0sabl3H3r0 View Post
Let's just have a gentleman's agreement that the Village, British Main and all parts between are UCB until Village comes into play, if ever. Vehicles 100m away from Village are fair game. Sabotage squads are only allowed in the main to destroy commander assets - just like a normal map. Commander assets do NOT include the bridge (either via C4 or mine), as this is akin to placing mines at the entrance/exit of a UCB. Ambushes will have to be conducted on the roads leading north or west from Village.

There, simple enough. What say ye?
Good idea, but how many people who play on the TG server actively visit these forums and take the time to read this suggestion? Not many methinks.
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Old 01-10-2008, 01:33 PM   #63 (permalink)
 
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Re: Against the rules on fools road?

Quote:
Originally Posted by d1sp0sabl3H3r0 View Post
Let's just have a gentleman's agreement that the Village, British Main and all parts between are UCB until Village comes into play, if ever. Vehicles 100m away from Village are fair game. Sabotage squads are only allowed in the main to destroy commander assets - just like a normal map. Commander assets do NOT include the bridge (either via C4 or mine), as this is akin to placing mines at the entrance/exit of a UCB. Ambushes will have to be conducted on the roads leading north or west from Village.

There, simple enough. What say ye?
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Old 01-14-2008, 12:13 PM   #64 (permalink)
 
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Re: Against the rules on fools road?

Quote:
Originally Posted by d1sp0sabl3H3r0 View Post
Let's just have a gentleman's agreement that the Village, British Main and all parts between are UCB until Village comes into play, if ever. Vehicles 100m away from Village are fair game. Sabotage squads are only allowed in the main to destroy commander assets - just like a normal map. Commander assets do NOT include the bridge (either via C4 or mine), as this is akin to placing mines at the entrance/exit of a UCB. Ambushes will have to be conducted on the roads leading north or west from Village.

There, simple enough. What say ye?
While this can seem to be a simple answer, it leads to another problem. The road from helicopter airbase to warehouse passes right through village. This is the main path for militia vehicles that are leaving helicopter. There is another path which circles the map couter clockwise, or you can try to get through the center, but it is difficult (terrain is rough especially for a command truck).

If you give the british permission to sit on the road between village and the ucb, or to be free from a first shot as they approach village, then you give them full control of the road. We can try to say things like you can return fire, but this is just extending the argument to 'who fired first'.

I do not yet have an answer, and there may not be a good one (enforceable) for this map.

I have been on the brit side and had the bridge destroyed and then had the engineers killed as they try to repair it. This can become the equivalent of base rape without entering the ucb.

I have also been on the militia side with the tow vehicle and its only purpose is to engage other armor. These engagements will be on the road somewhere, and the most likely place will be in the vicinity of the brit main. The vehicle does have a high zoom and can see onto the bridge from the village. I dont think it is fair to shoot the vehicles as they cross the bridge or as they exit the bridge. I also do not think that I should be unable to drive the vehicle past village without being able to fire, especially if there is a brit vehicle with the ability to destroy me on the road between ucb and village. If you wait for him to fire, you will probably lose the tow vehicle.

I can think of serveral 'what if' situations, but it quickly becomes too complicated to cover every situation. In the end it will probably need to be some sort of honor system/agreement. The best bet is to stay away from the village until it is cappable, and certainly not to camp it or the road from it to ucb. I do think that engagements can and will happen as vehicles try to pass the village, and this will continue to be an issue.
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Old 01-14-2008, 12:47 PM   #65 (permalink)
 
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Re: Against the rules on fools road?

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While this can seem to be a simple answer, it leads to another problem. The road from helicopter airbase to warehouse passes right through village. This is the main path for militia vehicles that are leaving helicopter. There is another path which circles the map couter clockwise, or you can try to get through the center, but it is difficult (terrain is rough especially for a command truck).

If you give the british permission to sit on the road between village and the ucb, or to be free from a first shot as they approach village, then you give them full control of the road. We can try to say things like you can return fire, but this is just extending the argument to 'who fired first'.

I do not yet have an answer, and there may not be a good one (enforceable) for this map.

I have been on the brit side and had the bridge destroyed and then had the engineers killed as they try to repair it. This can become the equivalent of base rape without entering the ucb.

I have also been on the militia side with the tow vehicle and its only purpose is to engage other armor. These engagements will be on the road somewhere, and the most likely place will be in the vicinity of the brit main. The vehicle does have a high zoom and can see onto the bridge from the village. I dont think it is fair to shoot the vehicles as they cross the bridge or as they exit the bridge. I also do not think that I should be unable to drive the vehicle past village without being able to fire, especially if there is a brit vehicle with the ability to destroy me on the road between ucb and village. If you wait for him to fire, you will probably lose the tow vehicle.

I can think of serveral 'what if' situations, but it quickly becomes too complicated to cover every situation. In the end it will probably need to be some sort of honor system/agreement. The best bet is to stay away from the village until it is cappable, and certainly not to camp it or the road from it to ucb. I do think that engagements can and will happen as vehicles try to pass the village, and this will continue to be an issue.
A very good point which I, for one hadn't given any consideration.

Aren't all the buildings and especially the FOB-like structure on the Right/East side of the road out of Brit Main to the South of the Y shaped road junction at Village? In this case, the Militia aren't actually "entering" Village en route to Wharehouse...

I think d1sp0sabl3H3r0's intention was that Militia shouldn't occupy Village with the intent of blocking the Brits from advancing across the bridge or shooting up everything with a Union Jack on it the moment it rolled out of main.

I would hope that the Brits would be rolling out Main fast enough at game start to occupy village and "own" that junction very rapidly. At which point, Militia is entirely justified in firing on all British forces around the junction when they try to break through to Wharehouse. If the Militia vehicles beat the British vanguard to the junction, the sporting thing to do would be keeping the pedal down and swinging West towards Wharehouse. Leaving a sneaky spotter to give the Militia CO advanced warning of Brit movement would be entirely above board in this situation in my eyes.

Obviously, in the real world, the Militia would blow the bridge and HAT/LAT snipe anything that was daft enough to poke it's nose out of British main. Until CAS or a Spectre showed up anyway...
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Old 01-14-2008, 01:45 PM   #66 (permalink)
 
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Re: Against the rules on fools road?

I think the reason why there is an artillery gun outside of village, (where it becomes a T intersection) is a perfect if not the best example of where attacking british vehicles should begin.

right then and there is where the battle can begin, it gives the british a chance to get out of the UCB, being able to start to mobilize squads etc, and helps everyone to get organized.

I also agree with disposable on keeping the ucb a ucb and only allowing those who enter to destroy assets, nothing more.

The map is huge, there are millions of different hiding spots, hell, i went on a hiking trip a few weeks ago with zaboo and caffeine, we saw, lakes, streams, and different trees while running into all sorts of troops, and while watching tanks go up the road, and then back down it, and apcs and lions and tigers, and bears, oh my was it fun.

Now back on topic. The bridge shouldn't be mined or blown up......maybe there should be a certain amount of time that is elapsed when that can occur, but if a squad rushes up there to just do that, and not let the british mobilize, then...thats not fair, nor is it fun, and more people will disconnect then connect.


anyways this has been a good thread, and if a flag isn't even close to being capped in the order that it follows then no militia team should be there....thats my opinion and i stick by disposable's comments as well.
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Old 01-14-2008, 03:54 PM   #67 (permalink)


 
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Re: Against the rules on fools road?

Also, recall that the UCB fighting rule still applies. If they shoot at you, you can shoot at them. So they are not free to sit in village and shoot anything that moves doen the road. If they fire, fire back, but ONLY at whomever fired at you.
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Old 01-14-2008, 03:57 PM   #68 (permalink)


 
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Re: Against the rules on fools road?

Topic is currently under discussion by the admins - we're looking at changing the ROE for Fool's Road. Hopefully something will be finalized very soon. Please continue to discuss here - it's not a very cut-and-dry situation and we're looking for the best possible solution that is fair to both teams.
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Bypassing the ambush is just what the ambushers expected us to do.

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Old 01-14-2008, 04:19 PM   #69 (permalink)


 
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Re: Against the rules on fools road?

Expert solution: Disposable, being the FNG on the admin team, must stand at village and police all activity there for the entire round.

Much love man! /hides.
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Old 01-14-2008, 05:02 PM   #70 (permalink)


 
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Re: Against the rules on fools road?

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Expert solution: Disposable, being the FNG on the admin team, must stand at village and police all activity there for the entire round.

Much love man! /hides.
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Old 01-14-2008, 07:53 PM   #71 (permalink)


 
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Re: Against the rules on fools road?

Precisely.
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Old 01-14-2008, 07:58 PM   #72 (permalink)
 
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Re: Against the rules on fools road?

If we hear someone tooting a whistle on Teamspeak, we'll know who it is! LOL
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