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Re: So what new gimmicks are clans implementing now?

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kungfuman32 is not online. kungfuman32
Joined: 12 Dec 2008
Total Posts: 9172
18 Nov 2013 09:33 AM
Like always clans are the same. Shoot with the same raycast weapons etc. What I am asking is what new gimmicks are Clans using to make their base seem different.

I have seen a few clans using EXP system but they're all crap. its pretty much 1 Kill = 100XP thats it. Pretty much Kills with the word XP behind it. The only clans that use a decent XP system is WIJ and TSU.

Any new ideas you're using for your base? I/E new raid system? Classes? Loadouts etc.
Come on I want to know if clans are advancing or just biting each other's tails off.


TSU:
Classes with their own skills
Armory Loadouts
Exp System
Star Map system.
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HeroMaster is not online. HeroMaster
Joined: 23 Feb 2008
Total Posts: 21319
18 Nov 2013 09:36 AM
Well a week ago people were trying to lean toward doing away with the raid/fort system and using warzones instead.

But most of them aren't going to do it because most big clans are so used to server flooding that they forget it's dishonorable and stupid. The fear of having 30+ VAC/WIJ/Whoever show up on your doorstep is enough to keep the clan world from innovating.
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kungfuman32 is not online. kungfuman32
Joined: 12 Dec 2008
Total Posts: 9172
18 Nov 2013 09:39 AM
Raiding a fort is only boring cause everyone uses the same layout.

A spawns on this side

B spawns on this side

Rush the fort.

There is really no dynamics for defending/raiding. Players should be able to close doors, open new pathways Capture points to win a fort. Not just rush the base and hope you live.

I/E
RAA
RSF
UCR
UAF
...pretty much everysingle clan.
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6flyguy6 is not online. 6flyguy6
Joined: 23 Jun 2008
Total Posts: 3539
18 Nov 2013 09:40 AM
kilo vally
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cashpop is not online. cashpop
Joined: 11 Aug 2008
Total Posts: 2984
18 Nov 2013 09:46 AM
well that sounds fine and dandy and there should be more to a raid than a simple "cap and hold" rush from both sides

like all you said: open pathways, etc.


I say this can work in some places, but not all of them

some bases are too small to have this implemented and it takes too long for the actual raid to be

more complaints can rise, like what if the last point can't be capped just because this and that


also, this would obviously work in warzones as there are a lot of players, it will be just like planetside 2

however, there will be lag and even more so when dealing with big servers



raids nowadays are "fast" as all you have to do is just simply cap the flag/bomb/terminal

some groups have you cap flags along the way to spawn closer and closer to your goal.

not to mention that adding more things, such as scripts, could lag the server and it won't work



I like the idea, but it doesn't seem as practical
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Altair55 is not online. Altair55
Joined: 28 May 2008
Total Posts: 36840
18 Nov 2013 09:48 AM
yeah kung more groups should spawn inside the base with direct access to the terminal room just like TSU because that's clearly a superior alternative
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BenBonez is not online. BenBonez
Joined: 29 Aug 2008
Total Posts: 19362
18 Nov 2013 09:50 AM
yeah I can only agree with altair55 there
more bases should switch to an increasingly unfair layout
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cashpop is not online. cashpop
Joined: 11 Aug 2008
Total Posts: 2984
18 Nov 2013 09:52 AM
and some points from that

sometimes new gimmicks don't work out
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BlueBlood12 is not online. BlueBlood12
Joined: 07 Jul 2011
Total Posts: 1377
18 Nov 2013 09:54 AM
@kungfuman
I completely agree, this is very true.
Clans need to add a sort of strategic standpoint to raiding, instead of this same old both teams spawn, rush the fort, hope you live. But anyone can state the problem, we need to try to come up with a solution.
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kungfuman32 is not online. kungfuman32
Joined: 12 Dec 2008
Total Posts: 9172
18 Nov 2013 09:56 AM
Its just an example on how bases can feel more than just Rush and hold. Like Planetside 2 for example. When playing that you feel like you're actually attacking a base. Going after Objectives and trying to take over a facility. Even when it is just a 15v15.

This idea is meant for people working on new base If you're gonna make it, make it more dynamic not just Rush and hold. Cause so far I have see Layouts.

Spawn A spawns infront of Spawn B spawn B must push past spawn A
Spawn A and Spawn B spawn on the same side. They both mush push towards the base
Spawn A and Spawn B spawn on two sides of the same base.

Really all that outpost are now adays. I want to feel like I'm actually attacking a facility not Rushing to capturing a single outpost. If I see a Door I want to be able to close/open it. Or maybe be able to lock down some areas to make it harder for defenders/attackers to take the base.

This may seem complicated but it is quite easy actually.

Warzones are also good but they lag because of incompatible builders. WIJ Castle Cobalt was amazing. Vehicles capture points all the works. It was fun. Warzones I like to classify as a Domination like Raid system. Easy to make Easy to do. Just clans are horribly built.

Altair55,
You're in RAA you have no power in /CG/ames.
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IntenseSnows is not online. IntenseSnows
Joined: 12 Mar 2011
Total Posts: 13345
18 Nov 2013 09:57 AM
fc still has bows.

-Hunterspeedy
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