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		<title><![CDATA[First Strike Forums — Gamemode, objective/scenario...]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=3489</link>
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		<description><![CDATA[The most recent posts in Gamemode, objective/scenario....]]></description>
		<lastBuildDate>Fri, 05 Jan 2007 09:49:47 +0000</lastBuildDate>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48904#p48904</link>
			<description><![CDATA[<p>Cant comment much on this titan stuff since ive not played the game, but it seems that the whole setup is pretty &quot;generic&quot;... but thats just me.</p><p>Anyways, i was wondering if the game actually supports complex objectives like what ive mentioned? I assume that its all python scripts or something? Does the actual map editor support complex objectives &quot;out of the box&quot;?</p><p>I personally would love to work on a map for FirstStrike, but not sure if i have the time to do it, not to mention it would take some time to &quot;learn the ropes&quot; of the editor. Though, ive edited games since Wolfenstein 3D... <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Mystiqq)]]></author>
			<pubDate>Fri, 05 Jan 2007 09:49:47 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48904#p48904</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48885#p48885</link>
			<description><![CDATA[<p>Your right about the transports, they are to expandable, so people wast lots of them, seeing as there’s a new ice age and people cant afford food, I wouldn’t see how the governments could spend so much money on&nbsp; transport craft , I would have personally liked to have the aircrafts armour bumped up so they last long, but they spawn slower. Also why the hell would titans have anti titan guns mounted on them, you could line them up like 18th century&nbsp; battle ships and blast the heck out of the other titan. I also expected titans to deploy tanks mecs and armour transports, sort of trop the like on dawn of war in a landing pod.</p>]]></description>
			<author><![CDATA[null@example.com (Captain Peacock)]]></author>
			<pubDate>Fri, 05 Jan 2007 01:02:48 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48885#p48885</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48769#p48769</link>
			<description><![CDATA[<p>and it would be more fun like <a href="http://i7.photobucket.com/albums/y283/Tortel/Battlefield%202142/screen080.png">this</a></p>]]></description>
			<author><![CDATA[null@example.com (Tortel)]]></author>
			<pubDate>Wed, 03 Jan 2007 20:01:05 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48769#p48769</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48768#p48768</link>
			<description><![CDATA[<div class="quotebox"><cite>FSDev| General Un-Co wrote:</cite><blockquote><p>I play exclusively titan becuase it is seriously just conquest with a story line, there is a reason why you capture the location and there is a goal to work towards. Not simply watching the enemy tickets bleed away.</p></blockquote></div><p>I want the game to go on after the destruction of a titan, because thats what would happen in reality. The team should fight until they have no silos left, then they lose.</p>]]></description>
			<author><![CDATA[null@example.com (Tortel)]]></author>
			<pubDate>Wed, 03 Jan 2007 19:59:12 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48768#p48768</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48727#p48727</link>
			<description><![CDATA[<div class="quotebox"><cite>Markus wrote:</cite><blockquote><p>so many choppers? 2 asault and 2 transports are many? and the cap zones need to be smaller. makes it harder to capture so more fun to attack and harder to defend</p></blockquote></div><p>Sorry, what I meant was the respawn time of the choppers. Its so low that theres almost always a chopper available, which means you can just pod straight down on to a flag. Thats fine if you like quick action, but destroys the point of attack and defense.</p><p>Woody, bringing down a sky fortress is fun, but quickly gets tiresome when you realise the number of mines and grenades you need to walk through to accomplish it. The Titan layout is also so linear there&#039;s no opportunity for flanking. Camp Gibraltar is my favourite map for this reason.</p><p>If there were no chopper pods, bigger capzones (or smaller missile silos) and a better Titan layout the mode would be awesome.</p>]]></description>
			<author><![CDATA[null@example.com (Talon1579)]]></author>
			<pubDate>Wed, 03 Jan 2007 17:25:30 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48727#p48727</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48715#p48715</link>
			<description><![CDATA[<div class="quotebox"><cite>Talon1579 wrote:</cite><blockquote><p>ButIf it mattered if you won, Titan might be better. But theres no reward for winning, so Conquest is more fun to play generally. If Titan didn&#039;t have so many choppers, and the base capture zones were a bit larger, it wuld be very good.</p></blockquote></div><p>At least with titanmode you get a sense of immersion within the game by being able to say &quot;I brought down that giant floating sky fortress&quot; rather than &quot;I hopped back and forth endlessly&quot;. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" />&nbsp; I think that&#039;s what Uncle is really getting at.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| Woodrow)]]></author>
			<pubDate>Wed, 03 Jan 2007 15:31:32 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48715#p48715</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48700#p48700</link>
			<description><![CDATA[<p>so many choppers? 2 asault and 2 transports are many? and the cap zones need to be smaller. makes it harder to capture so more fun to attack and harder to defend</p>]]></description>
			<author><![CDATA[null@example.com (Markus)]]></author>
			<pubDate>Wed, 03 Jan 2007 13:20:21 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48700#p48700</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48690#p48690</link>
			<description><![CDATA[<p>ButIf it mattered if you won, Titan might be better. But theres no reward for winning, so Conquest is more fun to play generally. If Titan didn&#039;t have so many choppers, and the base capture zones were a bit larger, it wuld be very good.</p>]]></description>
			<author><![CDATA[null@example.com (Talon1579)]]></author>
			<pubDate>Wed, 03 Jan 2007 11:24:59 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48690#p48690</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48640#p48640</link>
			<description><![CDATA[<div class="quotebox"><cite>Talon1579 wrote:</cite><blockquote><p>Then you can gradually push them back until you cant ake another one of their flags.</p></blockquote></div><div class="quotebox"><cite>FSDev| General Un-Co wrote:</cite><blockquote><p>Maps with uncapturable bases, make this even more apparent when it isn&#039;t even possible to capture all the flags only corner the enemy, in a location where they have all the vehicles and all 32 players grouped together to break out and retake bases.</p></blockquote></div><p>The act of pushing the enemy back is futile, it only better groups their forces and allows them to counter attack stronger then you to attack, not only that but to keep them pinned down you must defend ALL of your flags to stop a rambo spec Ops guy from back caping a flag and having half the enemy team spawn behind your lines. Vietnam did it right no uncapturable base but make the bases well defendable.</p><p>I play exclusively titan becuase it is seriously just conquest with a story line, there is a reason why you capture the location and there is a goal to work towards. Not simply watching the enemy tickets bleed away.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| General Un-Co)]]></author>
			<pubDate>Tue, 02 Jan 2007 23:27:06 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48640#p48640</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48537#p48537</link>
			<description><![CDATA[<div class="quotebox"><blockquote><p>As opposed to capturing flags that will in a few minutes get captured again.</p></blockquote></div><p>Thats probably because you don&#039;t defend the flags. When I lead a squad, I often give the attack order, run forward with my squad covering me, place a beacon, capture the flag, then defend it for a few minutes while the enemy is swarming about. Then you can gradually push them back until you cant ake another one of their flags.</p>]]></description>
			<author><![CDATA[null@example.com (Talon1579)]]></author>
			<pubDate>Tue, 02 Jan 2007 10:49:06 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48537#p48537</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48522#p48522</link>
			<description><![CDATA[<div class="quotebox"><cite>Talon1579 wrote:</cite><blockquote><p>Which is why I dont play titan.</p></blockquote></div><p>I&#039;m the exact opposite I find titan adds purpose to an otherwise bland game. I have run around from flag to flag in conquest mode since 1942 and frankly I&#039;m over it. Titan mode although to &#039;scripted&#039; I agree, adds choice to the game attack silos or attack the titan. You feel like you are actually working to&nbsp; a goal; the destruction of the enemy titan. As opposed to capturing flags that will in a few minutes get captured again. Maps with uncapturable bases, make this even more apparent when it isn&#039;t even possible to capture all the flags only corner the enemy, in a location where they have all the vehicles and all 32 players grouped together to break out and retake bases. Titan mode gives you that feeling that you have achieved something at the end I captured a silo that shot at the titan, I defended our titan, I boarded and subsequently destroyed the titan. To me althogh the exterrer of the titan can in some cuircumsances be laggy and the fact the titans can&#039;t shoot each other annoys the hell out of me, I don&#039;t play any other game mode in 2142.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| General Un-Co)]]></author>
			<pubDate>Tue, 02 Jan 2007 00:45:19 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48522#p48522</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48521#p48521</link>
			<description><![CDATA[<p>Actually, its much easier to get points than in BF2, even if you play exclusively Conquest mode. The squad bonuses rarely work in Titan as everyones too busy to follow orders. Being a squad leader on a small map nets you dozens of extra points (the most squad points I ever got in a round was 60, but with a good squad I usually get 10-30).</p><p>Essentially, when the squad leader gives an attack or defend order on a flag, and a squad member kills someone inside that area, he and the squad leader get a point. So if you have a 6 man squad, you have 5 people getting points for you, for free. All you have to do is give the odd order and make sure they get to the flag safely.</p><p>Also, the more of these points (and other squad points, such as reviving your squadmates) you get, the closer you get to getting a field upgrade, which is a temp unlock (which lasts until you leave the server). Since I get so many field upgrades, I dont have any of the top weapon unlocks, I just field upgrade to them.</p>]]></description>
			<author><![CDATA[null@example.com (Talon1579)]]></author>
			<pubDate>Mon, 01 Jan 2007 23:55:18 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48521#p48521</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48460#p48460</link>
			<description><![CDATA[<div class="quotebox"><cite>Talon1579 wrote:</cite><blockquote><div class="quotebox"><blockquote><p>I think the Titan mode, from what i have read, is pretty cool and this is again something they can add pretty easily to any map. However, its still quite simple as the objectives are the same everytime.</p></blockquote></div><p>It could have been, if they hadn&#039;t turned it into Karkand all over again. EA/DICE realised that Karkand (and to a lesser extent, Sharqi) was the only thing keeping people playing. It all comes down to points, in the end. Yes, the gameplay was a little more frantic than other maps - but the points were much higher.</p><p>So they decided to create a whole mode to give people the point fix, and cleverly camouflaged it as an objective mode. They also got rid of the one thing people complained about in Karkand - spawnraping. They did by allowing people to spawn in the sky. From then on, they just replicated everything in Karkand.</p><p>Fast transport-times to get into action: Very-quickly respawning helicopters with drop pods allow you to get anywhere on the map in 10-15 seconds, destroying the point of co-ordinated attack, defense or ambush.</p><p>Ridiculously high number of points: Myriad pins allow you to get loads of points.</p><p>Small, familiar space in which to do battle, with lots of narrow alleyways: The Titans - both even have the same internal layout. Everything is one-way in, with shields to prevent spawnraping. The other one is the missile silos - the capture zone is so small you have to sit with your back against the silo - making you totally vulnerable to enemies, who know exactly where you are. No searching required.</p><p>Plus, of course, theres loads of lag.</p><br /><p>Which is why I dont play titan.</p></blockquote></div><p>Im not really suprised. BF2 was good game in the beginning, once the point whoring and exploiting began, it was down hill from there on. The main reason i dont have BF2142 is the points. Spending unimagineable amount of time trying to get points just to get equipment is just bull****. (pardon my language).</p><p>However, i understand why theyve done it.</p>]]></description>
			<author><![CDATA[null@example.com (Mystiqq)]]></author>
			<pubDate>Mon, 01 Jan 2007 10:01:20 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48460#p48460</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48458#p48458</link>
			<description><![CDATA[<div class="quotebox"><blockquote><p>I think the Titan mode, from what i have read, is pretty cool and this is again something they can add pretty easily to any map. However, its still quite simple as the objectives are the same everytime.</p></blockquote></div><p>It could have been, if they hadn&#039;t turned it into Karkand all over again. EA/DICE realised that Karkand (and to a lesser extent, Sharqi) was the only thing keeping people playing. It all comes down to points, in the end. Yes, the gameplay was a little more frantic than other maps - but the points were much higher.</p><p>So they decided to create a whole mode to give people the point fix, and cleverly camouflaged it as an objective mode. They also got rid of the one thing people complained about in Karkand - spawnraping. They did by allowing people to spawn in the sky. From then on, they just replicated everything in Karkand.</p><p>Fast transport-times to get into action: Very-quickly respawning helicopters with drop pods allow you to get anywhere on the map in 10-15 seconds, destroying the point of co-ordinated attack, defense or ambush.</p><p>Ridiculously high number of points: Myriad pins allow you to get loads of points.</p><p>Small, familiar space in which to do battle, with lots of narrow alleyways: The Titans - both even have the same internal layout. Everything is one-way in, with shields to prevent spawnraping. The other one is the missile silos - the capture zone is so small you have to sit with your back against the silo - making you totally vulnerable to enemies, who know exactly where you are. No searching required.</p><p>Plus, of course, theres loads of lag.</p><br /><p>Which is why I dont play titan.</p>]]></description>
			<author><![CDATA[null@example.com (Talon1579)]]></author>
			<pubDate>Mon, 01 Jan 2007 09:52:37 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48458#p48458</guid>
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			<title><![CDATA[Re: Gamemode, objective/scenario...]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=48452#p48452</link>
			<description><![CDATA[<p>I think the Titan mode, from what i have read, is pretty cool and this is again something they can add pretty easily to any map. However, its still quite simple as the objectives are the same everytime.</p><p>The types of dynamic objectives im thinking should have some &quot;realism&quot; to the &quot;story&quot; of the map. It obviously has to fit to the Star Wars universe and the objectives needs to be interesting/unique enough in that respect. Personally, the bare minimum should be something like the example i made, which actually worked pretty well considering the amount of time i spend thinking about it. Note that not ALL objectives need to be something completely new, but it works if you add something &quot;unique&quot; to that specific map to &quot;spice it up&quot; a bit.</p><p>However, i can imagine the amount of work this will involve from mappers. Bigger the map, more objectives there is and those objectives has to be &quot;linked&quot; and there has to be multiple viable &quot;objective paths&quot; to victory for both sides. Its inevitable that there will be objectives like &quot;destroy this&quot;, &quot;steal that&quot; or whatever but the main point is how all these are bind together in the map.</p><p>Take for example the &quot;Power Generator&quot; objective in my example map, which is a simple destroy/repair type of objective. However, the way its linked in the map with the other objectives makes it a lot more interesting as the &quot;meaning&quot; of that objective changes. For instance, once Rebels controls the &quot;Planetary Defence&quot; objective, the &quot;Power Generator&quot; for Imperial team is now &quot;destroy target&quot; objective instead of &quot;defend it&quot;. I think things like these alone make a huge difference how interesting a map can be without the need to &quot;reinvent the wheel&quot;.</p><p>Also i dont thinks is a good idea to have so &quot;interesting&quot; objectives in a map that involves solving a puzzle everytime you try to complete it. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>I fear that this will &quot;blow over&quot; because of trying to archive too complex sets of objectives&nbsp; that end up being a pain instead of gain.</p><div class="quotebox"><blockquote><p>(I never noticed an Ion Cannon on Endor)</p></blockquote></div><p>Ive never been to Endor so i cant say for sure. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>I think &quot;Spongebob Squarepants&quot; said it best.</p><p><em>&quot;Its all about IMAGINATION!&quot;</em><br /><span class="postimg"><img src="http://www.fromtheheartpostcards.com/greetingcards/sb21.jpg" alt="http://www.fromtheheartpostcards.com/greetingcards/sb21.jpg" /></span></p><p><img src="https://forums.fsmod.com/img/smilies/lol.png" width="15" height="15" alt="lol" /></p>]]></description>
			<author><![CDATA[null@example.com (Mystiqq)]]></author>
			<pubDate>Mon, 01 Jan 2007 09:24:49 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=48452#p48452</guid>
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