<?xml version="1.0" encoding="utf-8"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
	<channel>
		<title><![CDATA[First Strike Forums — probe droid]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=4136</link>
		<atom:link href="https://forums.fsmod.com/extern.php?action=feed&amp;tid=4136&amp;type=rss" rel="self" type="application/rss+xml" />
		<description><![CDATA[The most recent posts in probe droid.]]></description>
		<lastBuildDate>Sat, 31 Mar 2007 23:24:28 +0000</lastBuildDate>
		<generator>PunBB 1.4.5</generator>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=58322#p58322</link>
			<description><![CDATA[<p>the questions of probe droid need a storry board second me lol hvewer i think probe droid&nbsp; only for imperial commander. and rebels no use this.</p>]]></description>
			<author><![CDATA[null@example.com (Venom)]]></author>
			<pubDate>Sat, 31 Mar 2007 23:24:28 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=58322#p58322</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=58318#p58318</link>
			<description><![CDATA[<p>That&#039;s what I thought, too. In theory it should work just fine, right?</p><p>Can abilities vary from map to map in BF2142?</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sat, 31 Mar 2007 22:02:55 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=58318#p58318</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=58305#p58305</link>
			<description><![CDATA[<p>They can&#039;t be different. Like one can&#039;t have a probe droid for Imps and the other be a &quot;something&quot; droid for rebels. </p><p>*TY2D2 thinks*</p><p>Well what if, you only use 2 slots for each team? You can grey out 2 for rebels,(Not supply them with the assests to use the stuff) And have them be the Imperial Commander abilities, and grey out 2 for the Imperials which would be the Rebel Commanders ablities. Then (I think) theres one more right? That could be a universal ability that both commanders can use... Or (If the engine allows) have it switch between commanders on different maps to simulate an advantage in defense or offense.</p><p>Maybe that would work? hmm???</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Sat, 31 Mar 2007 17:25:36 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=58305#p58305</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=58297#p58297</link>
			<description><![CDATA[<p>Can you have it only for the imps, and no equivalent for the rebs?</p>]]></description>
			<author><![CDATA[null@example.com (Talon1579)]]></author>
			<pubDate>Sat, 31 Mar 2007 14:25:04 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=58297#p58297</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=58287#p58287</link>
			<description><![CDATA[<p>We cant have different commander assets for each team ,unfortunatley.</p><p>Therefore if the Probe Droid was an Imperial commander asset , it would also be a rebel asset</p>]]></description>
			<author><![CDATA[null@example.com (Bandu)]]></author>
			<pubDate>Sat, 31 Mar 2007 11:27:20 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=58287#p58287</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=58279#p58279</link>
			<description><![CDATA[<p>a very large circrle would be possible, though.</p>]]></description>
			<author><![CDATA[null@example.com (Talon1579)]]></author>
			<pubDate>Sat, 31 Mar 2007 07:39:08 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=58279#p58279</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=58231#p58231</link>
			<description><![CDATA[<p>Well they could make it move around in circles... or some pattern, but having it with its own pathfinding would be too hard and may not be possible. It would literally add <strong>hours</strong> of work to every map it was on.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Fri, 30 Mar 2007 21:14:50 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=58231#p58231</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=58226#p58226</link>
			<description><![CDATA[<p>ya make it like armed uav and give it that chriping sound it makes then give the rebels the y-wing probe</p>]]></description>
			<author><![CDATA[null@example.com (generalrievous)]]></author>
			<pubDate>Fri, 30 Mar 2007 20:59:15 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=58226#p58226</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=58216#p58216</link>
			<description><![CDATA[<p>Except I think probots have more potential than that. I don&#039;t like that they just sit still in mid-air when they <em>can</em> move. I like the rest of your idea, though.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Fri, 30 Mar 2007 20:08:09 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=58216#p58216</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=57943#p57943</link>
			<description><![CDATA[<p>Then again, what would be really sweet is if they used the drop pod thing, had them drop out of the sky like in the moives, deploy, float up into the air like 10 feet, and turn into a somewhat weak autoturret, and uav. </p><p>Which I am pretty sure is all possible in the engine. Even for Multiplayer.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Wed, 28 Mar 2007 18:50:04 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=57943#p57943</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=57914#p57914</link>
			<description><![CDATA[<p>Yeah, I loved the droids in That Other Mod.&nbsp; It really added to the atmosphere of some maps to be in the middle of a firefight, and then see a player-controlled droid rolling across the crossfire to get to a vehicle to repair it.</p><p>Reminded me of the antics in the Tantive IV during ANH.</p>]]></description>
			<author><![CDATA[null@example.com (Canadiens1160)]]></author>
			<pubDate>Wed, 28 Mar 2007 15:37:16 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=57914#p57914</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=57911#p57911</link>
			<description><![CDATA[<p>I think it&#039;d be better if the probot was launched from a terminal and remote-controlled like in That Other Mod. Would allow for people to control it, instead of it just sitting there until it gets shot.</p><p>If it can be given a decent AI, though, I&#039;d not see a problem with it controlling itself, spotting enemies and exploring, as it should.</p><p>As for deployable sensors, why the Heck not. Give us more deployable stuff, from E-Webs to ammo boxes to sensors. <em>Forgotten Hope</em> and the <em>Ground Control</em> RTT got me hooked on deployable stuff.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Wed, 28 Mar 2007 15:26:45 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=57911#p57911</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=57846#p57846</link>
			<description><![CDATA[<p>must be a bug then, hmmm we must look into that <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>dont realy know what to say here. but a probe would fall from the sky and the rebels will need a kit to carry the antenna. and im not sure if 2 differend UAV types are even possible</p>]]></description>
			<author><![CDATA[null@example.com (Markus)]]></author>
			<pubDate>Tue, 27 Mar 2007 20:41:23 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=57846#p57846</guid>
		</item>
		<item>
			<title><![CDATA[Re: probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=57786#p57786</link>
			<description><![CDATA[<p>They can? I didn&#039;t notice, and I&#039;m a tester <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Tue, 27 Mar 2007 12:08:33 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=57786#p57786</guid>
		</item>
		<item>
			<title><![CDATA[probe droid]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=57777#p57777</link>
			<description><![CDATA[<p>the imperial commander can deploy a probedroid like an armed uav.and the rebel infranty(enginear,scout?)&nbsp; can place an a radar antenna.</p>]]></description>
			<author><![CDATA[null@example.com (Venom)]]></author>
			<pubDate>Tue, 27 Mar 2007 09:44:34 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=57777#p57777</guid>
		</item>
	</channel>
</rss>
