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Discussion: Red Orchestra: Ostfront / Red Orchestra - Map and Mod Development - How about a '1 life per round' server? - Surf the Internet? How would you know when it's time to start playing again?
  1. #61

    TychoCelchuuu's Avatar

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    Re: How about a '1 life per round' server?

    Surf the Internet? How would you know when it's time to start playing again?
    |TG-Irr|TychoCelchuuu

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  3. #62

    Turbo's Avatar

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    Re: How about a '1 life per round' server?

    Quote Originally Posted by TychoCelchuuu
    Surf the Internet? How would you know when it's time to start playing again?
    The sounds stop and everyone starts talking again at least that is how it works in GR but the round times are 45 minutes. OFP rounds can go on for hours.

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  5. #63

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    Re: How about a '1 life per round' server?

    Quote Originally Posted by TychoCelchuuu
    How would you know when it's time to start playing again?
    If folks were in a Teamspeak channel together, the last player in the game could announce that the round was over.

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  7. #64

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    Re: How about a '1 life per round' server?

    Originally I doubted I would be interested in a 1 kill server but with the way the game is playing as of now I think I would prefer it. Currenty, I feel that with the combination of a restricted objective path, level timers and the pace reinforcements arrive the game's tactical value is limited. Right now everything is about rushing to get to the next objective before the other side can. You try to go slow and purposeful but even when you take someone out they are back in your way in less then a minute. Granted the game's reinforcement setup tries to project the huge disregard of life on the Eastern front but that is not what we are trying to do, here at TG...I think.

    I think I would have more fun only being able to take out 2-3 guys in a single round and feel like I earned it then to run to a spot maybe take a guy or two out, run to the next spot as part of the human wave, get killed (possibly by one of the guys I already took out) and then do it all over again for 30-45 minutes. Not to mention eliminating the "dead man walking" effect you get after respawning knowing where the sniper is after losing to him 30 seconds before.

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  9. #65

    |Pz505|Heinz's Avatar

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    Re: How about a '1 life per round' server?

    quick answer to the OP: your deaths matter because the re-spawn/reinforcement rate is a finite number that runs out.

    2 weeks into the game and a personal 40 hours played, tells me a "1 death per round" server would be an empty, lonely place.

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  11. #66

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    Re: How about a '1 life per round' server?

    Quote Originally Posted by |Pz505|Heinz
    quick answer to the OP: your deaths matter because the re-spawn/reinforcement rate is a finite number that runs out.

    2 weeks into the game and a personal 40 hours played, tells me a "1 death per round" server would be an empty, lonely place.

    it might be lonely for you but i think we could get 15 players to join, and maybe some pubbies too
    that sounds like a good idea trooper.
    -Vulcan

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  13. #67

    Kaine904's Avatar

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    Re: How about a '1 life per round' server?

    Maybe severely limit the reinforcments in game instead of a one life kind of thing? That way it would be more true to life. I.E. defenders are surounded, they will not be supported. They are all alone. Attackers on the otherhand, have some more men. That way, the map is a bit more balanced. Defenders will still have to work hard.

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