-
08-19-2008, 01:12 AM #31
Re: Ideas to kick around.
Heh..water hazards. Ya, thats sure true.

-
08-19-2008, 01:53 AM #32
Re: Ideas to kick around.
Would it be that easy to launch someone far? Or would they be somewhat close to a flag? I only know that if pedestrians are standing on top of an FAV with 35 motion mines and 5 RDX, they will go straight up for about 100 feet. haha... learned this on the 11th server, hosted by Smachin, of course.
Anyway, sounds like fun if it works!
-
08-19-2008, 04:42 AM #33
Re: Ideas to kick around.
It was more than 100 feet......the people go past a titan........

-
08-19-2008, 09:00 AM #34
Re: Ideas to kick around.
It's kind of like having an übercharged sand wedge.
GOD IS DEAD. THE N00BS TEAMKILLED HIM.
Titan specialist!
-
08-20-2008, 08:44 PM #35
Re: Ideas to kick around.
One heck of a swing.......

-
08-21-2008, 04:27 AM #36
Re: Ideas to kick around.
I am not sure, maybe using more RDX could be allowed just to make sure.Would it be that easy to launch someone far?
-
08-29-2008, 12:14 AM #37
Re: Ideas to kick around.
What if we have a game where everybody on both teams come in as the same type of soldier, you can customise the kit but it has to be the same kit "type" as everyone else on both teams.
Such as an assualt only night, or a support, recon and engineer only night, might help some of us brush up on our skills with those kits?
The kits could match the type of map to be played and the game type.
Of course there would need to be health and ammo , should that be left up to the commander alone?
The standard conquest, titan etc rules would apply.
Feel free to rip my idea to shreds or offer up an opinion or idea or a contradiction even.....or just go all out nuts and be a bit sarcastic.....
-
08-29-2008, 02:09 AM #38
Re: Ideas to kick around.
I think that's a good idea, but the assault game would be extremely different from, say, the engineer game.
If everyone were assault, 90-100% of people would pick defibs, and this would create a much longer game because ticket loss would decrease tenfold. Whereas, if everyone were engineer, there would be absolutely zero revives and mostly close-range battles. But I think it would be really fun if we played recon-only and no secondary weapons. I've played sniper only maps on a lot of different games and it's usually a blast!
Anyway, +rep for the idea, MrMojay.
-
08-29-2008, 02:16 AM #39
Re: Ideas to kick around.
I'm all for spawn-once.
"But way back where I come from, we never mean to bother. We don't like to make our passions other peoples' concern." -Dar Williams
Former Captain of the 55th Infantry Division
-
08-29-2008, 02:30 AM #40
Re: Ideas to kick around.
True, but it might be fun to see how people play when they know everyone else is using the same kit, might change the style of play somewhat?If everyone were assault, 90-100% of people would pick defibs, and this would create a much longer game because ticket loss would decrease tenfold.
Thanks for the +rep, I did not see that comin.
-
10-09-2008, 06:55 PM #41
Re: Ideas to kick around.
Bizump.
Clay Pigeon
Set friendly fire to off and find a railgun that overlooks a fairly open area of the map. One PAC recon stands some distance from the railgun and drops all his RDX at his feet. When the EU railgunner yells "Pull!", the PAC recon jumps and detonates his charges, propelling himself in the air. The railgunner's goal is to shoot the recon in midair.
Alternatives: use a sniper rifle or the Herzog shotgun.
Dwarf Fortress
No squads allowed, nor is chatting or TSing. Players are all lone wolves and must figure out a way to teamwork using the commo rose and body language. The commander is allowed teamchat and may only say lines in the following format: "Attack [flag name]." or "Defend [flag name]." The commander can also spot, UAV and supply as usual.
Deaf-mute mode: Try this with soldiers not even being able to use the commo rose. Let hilarity ensue.
A Trumps B
Set friendly fire to on and disable kicking for excessive teamkills. Play a large vehicle-based map and divide the vehicles into four teams: one walker team, one tank team, one APC team and one Jeep team. One person to a vehicle and no countermeasures unless told otherwise. Each team gets an equal amount of EU and PAC vehicles. The goal is to be the last team standing. No leaving your vehicles!
-The tank team uses its ability of long range from unseen areas to snipe unsuspecting enemies.
-The walker team is short-ranged but very powerful and agile, and relies on sneaking up on enemies.
-The APC team is the only team that's allowed the use of countermeasures, and the driver is allowed to step out at any time (such as to destroy a vehicle after EMPing it.) If the driver's APC dies while he's out, he must commit immediate suicide. If the driver is killed outside of his vehicle, the vehicle is considered "dead" and nobody else may take it. The APC team relies on ambushing and instant-kill tactics using RDX to achieve their ends.
-The Jeep team is the only team allowed to have two persons per vehicle. One person drives. The other person sits at the back (as engineer or recon) and attacks. The Jeep team relies on speed and hit-and-run tactics.
Heroes
The commander and squad leaders are "Heroes", the only soldiers allowed to use unlocks. Everyone else must use the basic kit and weapons (although, we can't help for passive stuff but you can always create a new soldier.) Will you forego raw firepower to get more grunts and coordination into full squad? Or will you opt for smaller but more powerful and specialized squads?Last edited by Shurikane; 10-09-2008 at 07:44 PM.
GOD IS DEAD. THE N00BS TEAMKILLED HIM.
Titan specialist!
Thread Information
Users Browsing this Thread
There are currently 1 users browsing this thread. (0 members and 1 guests)




Reply With Quote





Bookmarks