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06-30-2008, 04:23 PM #1
** Rules change: Fool's Road **
IMPORTANT!
Beginning immediately, the bridge and village on Fool's Road are now considered hostile territory at all times.
What does this mean?
If you are militia, you may attack any vehicles or personnel on the bridge or in the village at any time by whatever means possible. This includes firing upon enemy soldiers that are on the bridge attempting to repair it.
PLEASE DO NOT FIRE INTO THE BRITISH MAIN BASE - UCB RULES STILL APPLY HERE UNTIL THAT FLAG COMES INTO PLAY
If you are the British, this means that you need to drive safely and that you could come under fire as soon as you get onto the bridge or beyond. Engineers attempting to repair damage to the bridge will need protection, as they are now targets.
Why are we making this change?
1) The British already have a major advantage on this map due to the ability to revive fallen soldiers, better weapons, and the ability to rush Helicopter and seriously cripple the Militia advance. Having essentially free passage to the fight is an unnecessary added advantage.
2) It will resolve disputes that take place almost every time this map is played in the rotation.
The admins appreciate your cooperation in this. We do try to listen to feedback from the player community and adapt our rules accordingly. This rule was deemed unnecessary and created more problems than it solved.
Cheers!
Your TG PR adminsLast edited by d1sp0sabl3H3r0; 06-30-2008 at 05:07 PM.
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06-30-2008, 05:05 PM #2
Re: ** Rules change: Fool's Road **
I'm going to unlock this for a day or two.....
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06-30-2008, 05:09 PM #3
Re: ** Rules change: Fool's Road **
No grey areas in rules is always good. At least this is easy to follow.

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06-30-2008, 05:10 PM #4
Re: ** Rules change: Fool's Road **
Remember guys...this does not mean we need 4 "sabotage" squads. Be mindful on what the TEAM needs!
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06-30-2008, 05:28 PM #5

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Re: ** Rules change: Fool's Road **
This is going to be interesting........it will make the round more interesting, and it will also be interesting to see how many squads want to commit themselves to village and bridge demolitions......it will be a nice change, and I am looking forward to see how it plays out the first few times.
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06-30-2008, 05:42 PM #6
Re: ** Rules change: Fool's Road **
Sorry, but does this mean that players will be able to "camp" the bridge as long as they don't fire into main? (Just so someone doesn't find out the hard way)



I'm Back.
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06-30-2008, 05:44 PM #7
Re: ** Rules change: Fool's Road **
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06-30-2008, 05:59 PM #8
Re: ** Rules change: Fool's Road **
Yikes! Thats gonna bring on a lot of frustration for the British. Only a better reason to strap on the boots and hoof it to the next flag rather than use the APCs and Trucks.
Atleast it will get rid of the confusion around Fools Road and the British main.
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06-30-2008, 06:01 PM #9
Re: ** Rules change: Fool's Road **
Finally! Thats all i have to say about that...



Do you really want invincible bears running around raping your churches and burning your women?
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06-30-2008, 06:48 PM #10
Re: ** Rules change: Fool's Road **
Mwuhahahahaha, let the the rain of rpgs begin








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06-30-2008, 07:24 PM #11
Re: ** Rules change: Fool's Road **
Good change.
But one question on this subject, is the milita flag considered their main aswell as their spawns as i thought no as you cant baserape there they have to acitely travel there, but the again its the flag, could you clarify as yesterday i was walking up the roadside to the flag when i was spotted, i was shot at,, shot back and killed the guy, but then thaught that this might be classed as BR and wanted to clarify.
Sorry if i have confused this
Cry Wolf|TG-XV|CryWolf

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06-30-2008, 08:06 PM #12
Re: ** Rules change: Fool's Road **
Good change

defending the bridge and having cool vehicle convoys that need protection is my main enjoyment on fools road!
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06-30-2008, 08:25 PM #13
Re: ** Rules change: Fool's Road **
I dont like when people attack ucb traffic on any map. At least on another map you could say why dont you avoid the guys sitting outside the main, flank around but its not possible on this map. All there is a boat as an alternative route or walking/swimming.
I guess we'll see how it ends up but my own personal rule is not to engage enemies before their first flag. Means better gameplay imo & applys well to any map.
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06-30-2008, 08:46 PM #14
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06-30-2008, 09:22 PM #15
Re: ** Rules change: Fool's Road **
Like Fuzzhead said, this is going to make for some pretty cool looking formations...... Hopefully the rest of the pubbies can handle it.
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