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Old 09-19-2004, 09:13 AM   #1 (permalink)
 
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Minutes of Sept 18 meeting

1. Game Play rules:
A. Spawn Camping- Default bases are not capturable. Enemy soldiers cannot enter into this base or fire into. The only exception of this rule is if the team is firing out of the default spawn. Then and only then can the enemy forces enter or fire into this spawn for purposes of neutrilizing the fire comming out of it. Once this is done, they must leave the default spawn. Recon of default spawn is allowed howevere and the use of booby traps outside the default spawn area is allowed. There is to be no blowing up of equipment by team members inside a spawn for the sake of blowing them up or testing fire power. This is for the practice missions.
B. Admins have the right to and will inforce fair gameplay on the server any time they are on it. It is the role of the admins and server staff to ensure there is fair gameplay and the SOP's are being followed. If there is any problems with the actions of an admin or staff member during a game, PM another admin.

2. SOP's/Guides to gameplay:
This is for all members of TG as well as any team that hopes to improve gameplay on our server. Our goal is to have a forum where members can post hints, tricks, tactics and use of anything in the game that might benifeit others.

3. Server Settings:
A. 150 player games are out of the line up as it was voted that they were too big and the game play too slow. They will be placed back into the roster once the server fills up. It is too hard to win spawns on some of these maps when there is only a dozen or less players.
B. The server will be bumped to a maximum od 64 players in an attempt to attract new players faster. It was noted that 64 player servers seem to fill faster than others.

4. Threat Indicator:
The threat indicator will be left turned off. It makes for more realistic gameplay and illiminates the ability to find snipers off one shot.

5. Forum Moderations:
A. The forums posts are to be kept clean and in the spirit of teammanship. Any posts of rude or insulting nature will be dealt with by admins.
B. The topics of posts should be kept on topic. There have been cases where the subject of a post has been lost by comments or replies to it. This results in a clogged forum. A person will have to look through a lot of nonsense to find what he/she is looking for in a post. If there is a need to wonder off topic on a forum, creat a new one.

6. Teamspeak:
A. Promotion- It is the duty of all players whom wish to creat an atmosphere of high quality to promote TS. If there is a good player that is not on it, suggest to him/her that they download it and join us on it. They can request the server IP from any admin or site staff who is on at the time. If not, send them a link to our server site. TS is a tool for all who play here. So why not get all who play here on it.
B. Limiting The Use Of- It has been noted in several games that there is an access of use at times during gameplay. The use of sensless chatter or messages not pertanent to the game should be limited to the Tactical Gamer Default channel. The use of team channels is promoted. The use of in game voice commands and warnings should be used at all times whenever possible to limit chatter. If there are any questions on how to use this feature, PM any member.
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Last edited by coldbore; 09-19-2004 at 11:57 AM.
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Old 09-19-2004, 11:08 AM   #2 (permalink)
 
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Lightbulb Re: Minutes of Sept 18 meeting

Great job on the write up Coldcuts. Modorator can we get this thread stickied. The rules are clear cut to the point and easy to understand. Also if there is an easier way to make them found by guest. ie. a link to a page with them It would be nice.
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Old 09-19-2004, 11:32 AM   #3 (permalink)


 
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Re: Minutes of Sept 18 meeting

Quote:
Originally Posted by coldbore
There is to be no blowing up of equipment by team members inside any spawn for the sake of blowing them up or testing fire power. This is for the practice missions.
I'm not sure I understand this. Since you specified default spawn and you're now saying "any spawn", I'm assuming you're referring to a capturable base. It doesn't make sense that, when advancing on a base, you don't blow up any vehicles that will give the enemy an advantage while you're assaulting the base. And what practice missions are you talking about?
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Old 09-19-2004, 11:37 AM   #4 (permalink)
 
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Re: Minutes of Sept 18 meeting

If people put as much time and energy into firguring out (and training in) effective team play as in which spawn can you attack when and with what method....
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Old 09-19-2004, 11:53 AM   #5 (permalink)
 
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Re: Minutes of Sept 18 meeting

Quote:
Originally Posted by CingularDuality
I'm not sure I understand this. Since you specified default spawn and you're now saying "any spawn", I'm assuming you're referring to a capturable base. It doesn't make sense that, when advancing on a base, you don't blow up any vehicles that will give the enemy an advantage while you're assaulting the base. And what practice missions are you talking about?
It was discussed that in some games, some players, usually pubbies, were seen just blowing up equipment and vehicles. This was done in the default spawns as well as others. We talked about this, and could find no reason why it should be allowed. It seemed to us that the perpetrators were doing it for fun rather than as a deterent cause they were their own teams vehicles. So we decided to make a ruling. If a team wishes to do a covert op to destroy vehicles, so be it, but don't blow them up in your own camp. Others might want to use them. I was reffering to the training missions that are at the beginning of game and aside from Nova''s games. Does that clear it up for you?
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Old 09-19-2004, 12:12 PM   #6 (permalink)


 
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Re: Minutes of Sept 18 meeting

Quote:
Originally Posted by coldbore
It was discussed that in some games, some players, usually pubbies, were seen just blowing up equipment and vehicles. This was done in the default spawns as well as others. We talked about this, and could find no reason why it should be allowed. It seemed to us that the perpetrators were doing it for fun rather than as a deterent cause they were their own teams vehicles. So we decided to make a ruling. If a team wishes to do a covert op to destroy vehicles, so be it, but don't blow them up in your own camp. Others might want to use them. I was reffering to the training missions that are at the beginning of game and aside from Nova''s games. Does that clear it up for you?
Ah, no blowing up your own team's vehicles. That does clear it up.

I never knew there were training missions... Hmmm...
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Old 09-19-2004, 01:29 PM   #7 (permalink)
 
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Re: Minutes of Sept 18 meeting

The rule is directed at abusive/unfair gameplay/bahavior, not tactical options. Some pubbies will sit at an uncapturable base and just waste vehicles repeatedly... even as they respawn. The rule is more of a deterrant against this and similar behavior... not a means of preventing a sound objective of destroying unmanned equipment during an assault. At least, that's what I recall from the meeting.
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Old 09-19-2004, 01:34 PM   #8 (permalink)
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Re: Minutes of Sept 18 meeting

not too sure about the threat indicator being off ive found that the sound in this game sucks
i hear a shot from my left i turn and the next one is behind me, i turn and its on my right?????

i hear a chopper takin off in front of me i run over and nothin is there.
i look around and its 300 meters away to my rear.

ive tried this on a server with only 2 people on it trying from different angles/positions and its still the same.
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Old 09-19-2004, 03:32 PM   #9 (permalink)
 
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Re: Minutes of Sept 18 meeting

The decision about the TD was to keep more to the tactical side of this game. I had stated that my feeling about the TD is that it was designed to reveal campers as much as it is to supplement situational awareness. On servers where run'n'gun gameplay is favored (ie, camping is disliked), then the TD is more useful. But in an effort to keep to the stealthy aspects of this game, at least in the spirit with which TG leans toward, the TD was determined to be unfavorable. This relates mostly to sniping, which, when properly executed, is camping... and not a dirty word in *my* book Since the TD is so effective at exposing an otherwise well-hidden sniper more quickly than 'should' happen, it's just seen as a detriment to the kind of gameplay TG tries to promote.
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Old 09-19-2004, 03:41 PM   #10 (permalink)


 
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Re: Minutes of Sept 18 meeting

Quote:
Originally Posted by GAZ
not too sure about the threat indicator being off ive found that the sound in this game sucks
i hear a shot from my left i turn and the next one is behind me, i turn and its on my right?????

i hear a chopper takin off in front of me i run over and nothin is there.
i look around and its 300 meters away to my rear.

ive tried this on a server with only 2 people on it trying from different angles/positions and its still the same.
Hmmm, I've found the directional sound to be more accurate than just about any game I've played. Last night I got nailed by sniper fire at the same base like 4 times in a row. It was on the map that has the bases up and down the west coast of a landmass. I knew Badger was on the opposing team, so I figured it was him. He killed me the first two times and I thought the fire was coming from the northwest of the base. Then I respawned and heard fire from the southeast of the base. I moved quickly and erratically (as possible) to likely sniper positions in the direction I last heard fire from and promptly got shot (non fatally). I chucked three grenades just under the top of the ridge in that direction and got Karma. Karma? That means there's two snipers! Crack! <TG Badger exterminated TG Cing> Drat. He's still on the ridge northwest of the base... Respawn and go Badger hunting. I eventually found him, but not until I ran right over top of him. I had grabbed a sniper rifle, so for a close encounter, all I had was a revolver. At this moment my video card or the game decided that Badger's character didn't need to be displayed. He simply disappeared. We were so close to each other that I wasn't yet sure if it was a graphics glitch or if he had stood up and was behind me or something. Then he suddenly reappears laying prone right in front of me with a long barrel pointed right at me. Once again: <TG Badger killed TG Cing> As I'm waiting to respawn, I hear (via my corpse. I don't particularly like this part of the game> Badger relocate. I didn't find him again until later in the game when I actually spot one of his claymores and blow it up with a single shot from my pistol (after I've actually died from one of his claymores earlier). Turns out that he was using the claymores to defend his sniping position, as after I blow it up, I get sniper fire from the same direction. I try a flanking manuever, keeping my eyes on that direction, but I don't see him. I move back towards where I first saw the clay and I see his shadow, but not him. I look and look and don't see him. I'm constantly on the move and he's taking shots at me, so he must see me. Finally I a big pile of grass growing up in a tree and I empty a magazine into him. <TG Cing killed TG Badger> That was satisfying.
And almost completely due to the directional audio of this game.
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Old 09-19-2004, 04:00 PM   #11 (permalink)
 
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Re: Minutes of Sept 18 meeting

Just do what I do: stay on his team and occasionally tk him

Boo yah.
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Old 09-19-2004, 04:39 PM   #12 (permalink)
 
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Re: Minutes of Sept 18 meeting

Quote:
Originally Posted by CingularDuality
Hmmm, I've found the directional sound to be more accurate than just about any game I've played.
I have to agree, for the most part. It does get a bit weird sometimes, but far less than other well hated bug/glitches/"features."

Poor directional sound may have more to do with sound drivers, or sound card, headphones/speakers. I use headphones and generally have an excellent (and mostly reliable) sense of sound/direction in-game.

And good job on your imprompteau Badger hunt! That right there is an excellent example of having to use your senses and your wits rather than a game tool to counter the deadly, shadowy threat of a skilled sniper.
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Old 09-19-2004, 04:46 PM   #13 (permalink)
 
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Re: Minutes of Sept 18 meeting

Directional sound works fine if you don't turn around in circles. Once you start turning, the sound doesn't reposition properly with respect to the origin and may confuse a lot of players. This is just the way the sound was implemented and has nothing to do with particular sound drivers or cards. It affects a few here that have Audigy 2's and I get it with my Game Theater XP and onboard AC97. Yes, it sucks to turn off the threat indicator but it gives away positions far too easily. If something like the GR threat indicator was implemented, it would be reasonable to turn it on. Right now, it's just not worth playing as MG with the current system. A good team will communicate and find the enemy that way.

Quote:
Originally Posted by NewsWrthy
Modorator can we get this thread stickied.
This thread will not be stickied because this is just a summary of the meeting. A thread will be in the SOP forum listing server rules. Also, the server itself will be periodically stating the rules.
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Old 09-20-2004, 10:54 AM   #14 (permalink)
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Re: Minutes of Sept 18 meeting

What about climbing trees? Been reading some posts on NL and it seems that quite a few trees are climbable (or can be inserted onto by helo). Some of these trees are unrealistically unclimable but people on them can be shot.
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Old 09-20-2004, 01:06 PM   #15 (permalink)
 
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Re: Minutes of Sept 18 meeting

Hmmm... I dunno about that one. I'd hate to rule out climbing of trees since it is possible in real life (within limits, of course). If people start exploiting what would be otherwise impossible tree-climbing, then I suppose something will have to be done. I'd just hate to have to eliminate some good legitimate hides... especially after having seen Badger make good use of trees on a couple occasions.
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