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	<title type="html"><![CDATA[First Strike Forums — IDEA!]]></title>
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	<updated>2006-07-13T03:15:46Z</updated>
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		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28434#p28434" />
			<content type="html"><![CDATA[<p>Great idea Bewilderbeast, gives both commander and grunt control for doors.</p>]]></content>
			<author>
				<name><![CDATA[MK4210]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=252</uri>
			</author>
			<updated>2006-07-13T03:15:46Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28434#p28434</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28422#p28422" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Bewilderbeast wrote:</cite><blockquote><p>For whether blast doors are commander controlled or person controlled.... hey thats a really good question! Perhaps there should be a new thread about it maybe? </p><p><strong>Ah! Awesome idea! Make people able to open blast doors, but they close a few seconds after, and only people on that team or the commander can reopen them from the inside or outside. That way one guy cant screw it up for everyone by opening it, because it would close a few seconds later, stopping any enemy advance. Only the commander could open doors so that they would be left open.</strong></p><p>Id say have the &quot;home&quot; team (for example Imperials in a star destroyer) being the only ones able to open and close blast doors.</p><p>However, if you shoot the control panel while the things opening or closing, its stuck that way, until somebody repairs the panel.</p><p>Means if you have some trigger happy rebel, he might blow up the control panel when the blast door is closed, sealing the rebels outside.</p><p>But it also means that if you have a smart rebel, he will shoot it when an imperial is opening it, so it remains stuck at least partially open.</p><p>Seems like an awesome idea... it might not be very fun being stuck on the outside of a blast door in an imperial ship, but it is how they would stop boarders, and there are ways to get around it.</p><p>Just wait for an unsuspecting stormtrooper to open the door, then shoot its control panel (which should be on both sides of the door, but only one side can open/close them). Thus it is stuck partially open, unless the imperials hold you off long enough to repair the panel and shut the door again.</p></blockquote></div><p>Some good ideas there. I very muchly liked the method of a guy being able to temporarily open the door for himself without comprimising security. As for the actualy breaching of doors, this is an intresting approach. Mr. Wookie has a good post in the Capital Ship Defences thread about this.</p>]]></content>
			<author>
				<name><![CDATA[ArcAngel227]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=54</uri>
			</author>
			<updated>2006-07-13T02:40:30Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28422#p28422</id>
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		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28420#p28420" />
			<content type="html"><![CDATA[<p>Well my fav vehicle oriented map is operation smokescreen from EF.</p><p>I think that as anti vehicle grenades they would be ok, and also to disable mines and the like, but in this case there are virtually no advantages to having grenades in, and a HUGE risk.</p><p>Without grenades, we know the battles will all be intense laser exchanges. With grenades, we run the risk of them being spamming battles, even if they are limited to one a pop.</p><p>If they are in vehicle oriented maps, they will have minimal impact, since the battles wont be infantry on infantry. But I dont think most people would like the idea of being in the open on a big vehicle map with nothing but a few EMP nades between you and an AT-ST... current grenades dont help nothing when youre confronted with an LAV or M1A2, even when you have 5 of em or more.</p><p>Remember BFP1? It had one grenade per person, but believe me, you could still spam that thing, and I did. Many an unwary pirate with his cutlass drawn was blown away by a stray nade.</p><p>Sorry about it, but i kind of completely edited my last post to talk about blast doors... mind reading it again? I think i have some awesome ideas about controlling the blast doors and new strategies.</p>]]></content>
			<author>
				<name><![CDATA[Bewilderbeast]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=367</uri>
			</author>
			<updated>2006-07-13T02:31:15Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28420#p28420</id>
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		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28419#p28419" />
			<content type="html"><![CDATA[<p>Can&#039;t agree there. Not every map in the mod to be sure, as I&#039;ve said earlier, but they are an intresting, and worthwhile weapon. Every Stormie carries them, it would be odd for them not to have a pressence. Also I&#039;ve noticed that most bf2 maps are vehicle oriented. And not everyone goes around as the anti tank class. At least I dont.</p>]]></content>
			<author>
				<name><![CDATA[ArcAngel227]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=54</uri>
			</author>
			<updated>2006-07-13T02:27:01Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28419#p28419</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28418#p28418" />
			<content type="html"><![CDATA[<p>For whether blast doors are commander controlled or person controlled.... hey thats a really good question! Perhaps there should be a new thread about it maybe? </p><p><strong>Ah! Awesome idea! Make people able to open blast doors, but they close a few seconds after, and only people on that team or the commander can reopen them from the inside or outside. That way one guy cant screw it up for everyone by opening it, because it would close a few seconds later, stopping any enemy advance. Only the commander could open doors so that they would be left open.</strong></p><p>Id say have the &quot;home&quot; team (for example Imperials in a star destroyer) being the only ones able to open and close blast doors.</p><p>However, if you shoot the control panel while the things opening or closing, its stuck that way, until somebody repairs the panel.</p><p>Means if you have some trigger happy rebel, he might blow up the control panel when the blast door is closed, sealing the rebels outside.</p><p>But it also means that if you have a smart rebel, he will shoot it when an imperial is opening it, so it remains stuck at least partially open.</p><p>Seems like an awesome idea... it might not be very fun being stuck on the outside of a blast door in an imperial ship, but it is how they would stop boarders, and there are ways to get around it.</p><p>Just wait for an unsuspecting stormtrooper to open the door, then shoot its control panel (which should be on both sides of the door, but only one side can open/close them). Thus it is stuck partially open, unless the imperials hold you off long enough to repair the panel and shut the door again.</p>]]></content>
			<author>
				<name><![CDATA[Bewilderbeast]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=367</uri>
			</author>
			<updated>2006-07-13T02:21:43Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28418#p28418</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28410#p28410" />
			<content type="html"><![CDATA[<p>That make that swooshy sound! Though it may be best to have doors strictly under commmander control, as he&#039;s the one setting hte overall strategy. You don&#039;t want some guy opening a door the commander wants closed to protect your flank. If he&#039;s incompetent give him the boot.</p>]]></content>
			<author>
				<name><![CDATA[ArcAngel227]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=54</uri>
			</author>
			<updated>2006-07-13T01:41:58Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28410#p28410</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28406#p28406" />
			<content type="html"><![CDATA[<p>I like the idea of having the doors under my control just in case of an incompetent commander. But either way works for me I just want doors.</p>]]></content>
			<author>
				<name><![CDATA[MK4210]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=252</uri>
			</author>
			<updated>2006-07-13T01:14:31Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28406#p28406</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28404#p28404" />
			<content type="html"><![CDATA[<p>See my post about Capitol Ship Defenses. That covers MANY aspects of doors, ideas from alot of the members.</p>]]></content>
			<author>
				<name><![CDATA[generalandrew]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=79</uri>
			</author>
			<updated>2006-07-13T01:10:38Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28404#p28404</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28403#p28403" />
			<content type="html"><![CDATA[<p>Don&#039;t get rid of doors. If anything make them a side specific vehicle so that they can be closed and opened to seal off an area and prepare a defense. For instance Hoth blastdoors that close the hangar could be controllable to force the imperials to find another way into the base, once the trenches are overrun.</p>]]></content>
			<author>
				<name><![CDATA[MK4210]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=252</uri>
			</author>
			<updated>2006-07-13T01:08:30Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28403#p28403</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28401#p28401" />
			<content type="html"><![CDATA[<p>Well, you&#039;re right. I can see grenades being used in VERY limited quantities in larger city maps. BUT, it&#039;s not like Star Wars to even see two gernades go off in one battle. Now little flying droids that can lock onto enemies and inflict health loss is seen in the movies, and is capable in the new game. How about using this for the replacement of gernades?</p>]]></content>
			<author>
				<name><![CDATA[generalandrew]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=79</uri>
			</author>
			<updated>2006-07-13T01:04:10Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28401#p28401</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28400#p28400" />
			<content type="html"><![CDATA[<p>Maybe. Don&#039;t throw the baby out with the bath water. On some bigger ground maps I&#039;d really like to see them, especially for anti vehicle and entrenched position use. I always thought bf2 should have a squad quick chat command &#039;Nade em!&#039;. That way the squad would know to hang back for a second and give them a real show of force. And on the bigger maps, where theres little close urban warfare, it would not effect fire fights. Perhaps gernade throwing distance could be shortened alot, so that if your squad comes upon another enemy group, and you both hit the ground and start blasting, gernades can&#039;t go far enough to really be effective.<br />However, I think for space maps, and even some city maps, they should be removed from kits. I think...</p><div class="quotebox"><cite>generalandrew wrote:</cite><blockquote><p>Two things we agree on:</p><p>Doors and grenades being removed.</p></blockquote></div><p>Doors? I like doors! Especially animated ones!</p>]]></content>
			<author>
				<name><![CDATA[ArcAngel227]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=54</uri>
			</author>
			<updated>2006-07-13T01:02:25Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28400#p28400</id>
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		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28398#p28398" />
			<content type="html"><![CDATA[<p>Two things we agree on:</p><p>Doors and grenades being removed.</p>]]></content>
			<author>
				<name><![CDATA[generalandrew]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=79</uri>
			</author>
			<updated>2006-07-13T01:00:28Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28398#p28398</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28394#p28394" />
			<content type="html"><![CDATA[<p>Grenades are never seen in battle (except Jabba&#039;s) so I&#039;d have to agree with Bewilderbeast. Get rid of them for now and once the game has been tested go from there.</p>]]></content>
			<author>
				<name><![CDATA[MK4210]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=252</uri>
			</author>
			<updated>2006-07-13T00:39:06Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28394#p28394</id>
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		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28391#p28391" />
			<content type="html"><![CDATA[<p>Unfortunately, unless you want to make the laser a one shot kill weapon in the chest, then using grenades on every kit is not viable, at least in most maps. (because lasers always kill in one shot in chest in movies, thats why grenades that are one hit kills are less useful)</p><p>How about those grenades being specific EMP devices that can disable a vehicle but are ineffective against troops?</p><p>It looks like everyone on this forum has had enough of grenade spamming and claymore whoring, and dont feel like buying 2142 and waiting for a mod only to have it ruined by same.</p><p>Personally, I usually come out on top with the grenade spamming or even the claymroe stuff when im rarely sniper, but I want it gone as well.</p><p>This is star wars, it should be about intense laser battles, not a grenade and explosive filled lag camping fest.</p>]]></content>
			<author>
				<name><![CDATA[Bewilderbeast]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=367</uri>
			</author>
			<updated>2006-07-13T00:25:59Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28391#p28391</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: IDEA!]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=28367#p28367" />
			<content type="html"><![CDATA[<p>Its a tough issue. On the one hand, gernades are cool, and every single storm trooper I&#039;ve seen carries one (the tube on their backs). But on the other, star wars is all about laser fights. When your squads happens upon a group of guys using a building for shelter (say they&#039;re taking cover behind a corner) in bf2 the first thing you do is pop out the nades, and thats the end of that. But without nades, the squad would have to use tactics to take them down with blasters. Which is really the reason the tantive IV battle was so intense, every corner had to be assualted manually. I call that fun. <br />So I&#039;m not sure what, but something should be done to insure nades don&#039;t spoil the fire fights.</p>]]></content>
			<author>
				<name><![CDATA[ArcAngel227]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=54</uri>
			</author>
			<updated>2006-07-12T21:46:36Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=28367#p28367</id>
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