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		<title><![CDATA[First Strike Forums — Battle of Yavin]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=2028</link>
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		<description><![CDATA[The most recent posts in Battle of Yavin.]]></description>
		<lastBuildDate>Tue, 04 Jul 2006 16:51:38 +0000</lastBuildDate>
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			<title><![CDATA[Re: Battle of Yavin]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=27643#p27643</link>
			<description><![CDATA[<p><img src="https://forums.fsmod.com/img/smilies/lol.png" width="15" height="15" alt="lol" /></p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Tue, 04 Jul 2006 16:51:38 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=27643#p27643</guid>
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			<title><![CDATA[Re: Battle of Yavin]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=27605#p27605</link>
			<description><![CDATA[<p>They never survived in the movies <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /></p><p>Ah well I never thought of that Archangel, I guess that the only way to stop it would be more player manned turrets.</p>]]></description>
			<author><![CDATA[null@example.com (MK4210)]]></author>
			<pubDate>Tue, 04 Jul 2006 03:05:32 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=27605#p27605</guid>
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			<title><![CDATA[Re: Battle of Yavin]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=27603#p27603</link>
			<description><![CDATA[<p>But then when the rebs pull up after shooting...</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Tue, 04 Jul 2006 02:03:08 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=27603#p27603</guid>
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			<title><![CDATA[Re: Battle of Yavin]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=27592#p27592</link>
			<description><![CDATA[<p>That&#039;s why I proposed a death region, seeing as how the AI can&#039;t control turrets. As soon as a Rebel fighter enters that zone above and around the exhaust port (not in the trench) laser fire begins to rip them apart. This way players could still go into turrets and it would make it more movie realistic, that is forcing the fighters to do the dirty work and not the turrets.</p>]]></description>
			<author><![CDATA[null@example.com (MK4210)]]></author>
			<pubDate>Mon, 03 Jul 2006 23:57:08 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=27592#p27592</guid>
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			<title><![CDATA[Re: Battle of Yavin]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=27585#p27585</link>
			<description><![CDATA[<p>Uh oh, lets not get into that again...(I still think it woulda worked <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> ).</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Mon, 03 Jul 2006 22:30:49 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=27585#p27585</guid>
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			<title><![CDATA[Re: Battle of Yavin]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=27584#p27584</link>
			<description><![CDATA[<p>well i didnt like the fact that on the imperial side no one ever sat in the turrets and this is one reason i would really love if the turrets were controlled by AI.</p>]]></description>
			<author><![CDATA[null@example.com (Han Solo)]]></author>
			<pubDate>Mon, 03 Jul 2006 22:08:23 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=27584#p27584</guid>
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			<title><![CDATA[Re: Battle of Yavin]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=27438#p27438</link>
			<description><![CDATA[<p>The plans for a Death Star map have been loosely laid out but it&#039;s not a map that we are working on exclusively. When the time comes that we concentrate more of our efforts into the map, we&#039;ll take all your suggestions into consideration. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (FSDev| rybot)]]></author>
			<pubDate>Sun, 02 Jul 2006 01:27:15 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=27438#p27438</guid>
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			<title><![CDATA[Re: Battle of Yavin]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=27428#p27428</link>
			<description><![CDATA[<p>&quot;The Rebels are so small that they&#039;re evading our turbolasers&quot; That&#039;s what normally happened on the GC map Trench Run (at least when I played). </p><p>Where is the FS team planning on starting the Rebels?</p>]]></description>
			<author><![CDATA[null@example.com (MK4210)]]></author>
			<pubDate>Sat, 01 Jul 2006 21:16:48 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=27428#p27428</guid>
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			<title><![CDATA[Re: Battle of Yavin]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=27411#p27411</link>
			<description><![CDATA[<div class="quotebox"><cite>MK4210 wrote:</cite><blockquote><p>In GC (I&#039;m sorry for bringing it up) the trench didn&#039;t have any laser fire coming towards you as you went for the exhaust port. Could the team include laser fire in the trenches, but only as an ambient effect like rain so that it would look more relistic, yet not destroy the fighters so that it sticks to canon. </p><p>Another question: Where will the Rebels start on the Death Star Map? It would be great if we could start on Yavin IV. </p><p>Sorry Another: Could there be a death region around the exhaust port so that the fighters are actually forced to use the trench instead of flying high then diving down reentering the trench, firing weapons then going high again only to repeat the process. </p><p>Thanks</p></blockquote></div><p>You mean the Death Star Map? There were TONS of lasers in that map, mabye everyone on the Imperial team was flying though. But that would be very neat to see, starting from Yavin, but the maps can&#039;t go that big.</p>]]></description>
			<author><![CDATA[null@example.com (generalandrew)]]></author>
			<pubDate>Sat, 01 Jul 2006 16:49:58 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=27411#p27411</guid>
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			<title><![CDATA[Re: Battle of Yavin]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=27384#p27384</link>
			<description><![CDATA[<div class="quotebox"><cite>MK4210 wrote:</cite><blockquote><p>Another question: Where will the Rebels start on the Death Star Map? It would be great if we could start on Yavin IV. </p><p>Sorry Another: Could there be a death region around the exhaust port so that the fighters are actually forced to use the trench instead of flying high then diving down reentering the trench, firing weapons then going high again only to repeat the process.</p></blockquote></div><p>I just hope the rebs dont spawn on a floating platform again...that was kinda sad. Maybe they might go the rise of kobol route by making the rebs spawn directly into fighters. </p><p>As for the 2nd thing, I&#039;d think the best way for them to stop this would be to stay true to star wars lore. I&#039;m pretty sure that the whole reason the rebs desided to navigate teh trench was to evade the terribley thick triple A above teh trench line. If they make the air defenses there thicker, it may have the same result and force the rebs to stay low.</p>]]></description>
			<author><![CDATA[null@example.com (ArcAngel227)]]></author>
			<pubDate>Sat, 01 Jul 2006 04:27:09 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=27384#p27384</guid>
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		<item>
			<title><![CDATA[Battle of Yavin]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=27377#p27377</link>
			<description><![CDATA[<p>In GC (I&#039;m sorry for bringing it up) the trench didn&#039;t have any laser fire coming towards you as you went for the exhaust port. Could the team include laser fire in the trenches, but only as an ambient effect like rain so that it would look more relistic, yet not destroy the fighters so that it sticks to canon. </p><p>Another question: Where will the Rebels start on the Death Star Map? It would be great if we could start on Yavin IV. </p><p>Sorry Another: Could there be a death region around the exhaust port so that the fighters are actually forced to use the trench instead of flying high then diving down reentering the trench, firing weapons then going high again only to repeat the process. </p><p>Thanks</p>]]></description>
			<author><![CDATA[null@example.com (MK4210)]]></author>
			<pubDate>Sat, 01 Jul 2006 03:43:22 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=27377#p27377</guid>
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