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| 24 Mar 2014 09:46 PM |
and tactics too
currently the forts are very limiting as far as those go
you walk down one path get a terminal not rly much but straight out fighting |
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zheng12
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| Joined: 28 Jun 2010 |
| Total Posts: 2470 |
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| 24 Mar 2014 09:48 PM |
make forts unfair, (not very unfair but, reasonably)
so people can use their brain and figure out how to win
too bad people scream out 'unfair11!!' too much |
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| 24 Mar 2014 09:49 PM |
i'd rather see Castle Cobalt or something of the like for more forts
you could at least plan out where you wanted to go
you could have vehicles sent out in specific directions, et cetera |
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Inductive
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| Joined: 28 May 2012 |
| Total Posts: 6480 |
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| 24 Mar 2014 09:50 PM |
| Well, Disc, I do have an original idea for a group, but it's not really combat strategy. |
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z5151
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| Joined: 30 Dec 2007 |
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| 24 Mar 2014 09:50 PM |
I've been researching FPS map design, and I've come up with some solutions.
Velorum is going to get the first map designed for gameplay. It combines vertical gameplay, open line of sight gameplay, and close quarters gameplay. Going to be epic when completed. |
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toxic69
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| Joined: 29 Jan 2011 |
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zheng12
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| Joined: 28 Jun 2010 |
| Total Posts: 2470 |
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| 24 Mar 2014 09:51 PM |
@Dis
I had vehicles in forts before, it just creates a weird feel.
Raiders complain too much about them. |
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Bardoh
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Zegions
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| Joined: 25 Jul 2013 |
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| 24 Mar 2014 09:57 PM |
an element eh? u can be Arsen, cuz ur an arse -_- |
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