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		<title><![CDATA[First Strike Forums — Hold the Line Game Mode]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=4959</link>
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		<description><![CDATA[The most recent posts in Hold the Line Game Mode.]]></description>
		<lastBuildDate>Sun, 12 Aug 2007 11:09:23 +0000</lastBuildDate>
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			<title><![CDATA[Re: Hold the Line Game Mode]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=71805#p71805</link>
			<description><![CDATA[<div class="quotebox"><cite>Rouzor wrote:</cite><blockquote><p>in the tournament i play in.. we have a game mode called attack or deffence</p><p>basicly 1 side has all or most of the cappable spawn points (the Deffenders)</p><p>and the other starts with one un-cappable base (the attackers)</p><p>once the attackin team has got a flag it sets off a timer that makes that base theirs permently in 6 minutes (it like that atm we are in beta stage... its public to) </p><p>if you could do somethin similar to that you will have an awesome time</p></blockquote></div><p>That sounds cool</p>]]></description>
			<author><![CDATA[null@example.com (Stardestroyersarecool)]]></author>
			<pubDate>Sun, 12 Aug 2007 11:09:23 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=71805#p71805</guid>
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			<title><![CDATA[Re: Hold the Line Game Mode]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=69536#p69536</link>
			<description><![CDATA[<p>in the tournament i play in.. we have a game mode called attack or deffence</p><p>basicly 1 side has all or most of the cappable spawn points (the Deffenders)</p><p>and the other starts with one un-cappable base (the attackers)</p><p>once the attackin team has got a flag it sets off a timer that makes that base theirs permently in 6 minutes (it like that atm we are in beta stage... its public to) </p><p>if you could do somethin similar to that you will have an awesome time</p>]]></description>
			<author><![CDATA[null@example.com (Rouzor)]]></author>
			<pubDate>Mon, 23 Jul 2007 17:16:28 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=69536#p69536</guid>
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			<title><![CDATA[Re: Hold the Line Game Mode]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=69482#p69482</link>
			<description><![CDATA[<div class="quotebox"><cite>FSDev| RedMonkey999 wrote:</cite><blockquote><p>I probably shouldn&#039;t be saying anything before it&#039;s set in stone, but I believe our Hoth ground map will function similar to what you have described by using a combination of supply line mode (checkpoints must be taken in-order), objective mode, and a ticket bleed for the imps.&nbsp; I don&#039;t think we can set time limits on a per-checkpoint basis, but we can set an overall time limit using the ticket bleed.&nbsp; Don&#039;t take my words for scientific fact tho, things are subject to change at any time.</p></blockquote></div><p>Sounds awesome, and YES you can set a time limit per base. With a complex system of special object spawners set to the right settings and such.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Sun, 22 Jul 2007 22:54:53 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=69482#p69482</guid>
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			<title><![CDATA[Re: Hold the Line Game Mode]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=69481#p69481</link>
			<description><![CDATA[<div class="quotebox"><cite>Blood_Minimi wrote:</cite><blockquote><p>Do you mean something like Assault in Unreal Tournament 2004? There is an attacking and a defending team. The Attackers have to capture a point or destroy something, and when they did this, they have to destroy or capture the next thing. The defenders have to defend these things. When the attackers couldn&#039;t destroy/capture the thing in a time limit, the defenders win. When the attackers destroyed all things, they win. For example the Imperials have to destroy an outpost, the Rebels have to defend them for 5 minutes, then a bunker and so on...&nbsp; do you mean this?</p></blockquote></div><p>Pretty much.</p>]]></description>
			<author><![CDATA[null@example.com (TexAg02)]]></author>
			<pubDate>Sun, 22 Jul 2007 22:47:28 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=69481#p69481</guid>
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			<title><![CDATA[Re: Hold the Line Game Mode]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=69473#p69473</link>
			<description><![CDATA[<p>I probably shouldn&#039;t be saying anything before it&#039;s set in stone, but I believe our Hoth ground map will function similar to what you have described by using a combination of supply line mode (checkpoints must be taken in-order), objective mode, and a ticket bleed for the imps.&nbsp; I don&#039;t think we can set time limits on a per-checkpoint basis, but we can set an overall time limit using the ticket bleed.&nbsp; Don&#039;t take my words for scientific fact tho, things are subject to change at any time.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| RedMonkey999)]]></author>
			<pubDate>Sun, 22 Jul 2007 19:55:59 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=69473#p69473</guid>
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			<title><![CDATA[Re: Hold the Line Game Mode]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=69464#p69464</link>
			<description><![CDATA[<p>Do you mean something like Assault in Unreal Tournament 2004? There is an attacking and a defending team. The Attackers have to capture a point or destroy something, and when they did this, they have to destroy or capture the next thing. The defenders have to defend these things. When the attackers couldn&#039;t destroy/capture the thing in a time limit, the defenders win. When the attackers destroyed all things, they win. For example the Imperials have to destroy an outpost, the Rebels have to defend them for 5 minutes, then a bunker and so on...&nbsp; do you mean this?</p>]]></description>
			<author><![CDATA[null@example.com (Blood_Minimi)]]></author>
			<pubDate>Sun, 22 Jul 2007 18:26:46 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=69464#p69464</guid>
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			<title><![CDATA[Re: Hold the Line Game Mode]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=69434#p69434</link>
			<description><![CDATA[<p>couldn&#039;t it be modifyed?</p>]]></description>
			<author><![CDATA[null@example.com (darktapper)]]></author>
			<pubDate>Sun, 22 Jul 2007 10:44:25 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=69434#p69434</guid>
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			<title><![CDATA[Re: Hold the Line Game Mode]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=69414#p69414</link>
			<description><![CDATA[<p>No this different dude... He is talking about time limits per CP. To simulate retreating armies.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Sun, 22 Jul 2007 04:50:03 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=69414#p69414</guid>
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			<title><![CDATA[Re: Hold the Line Game Mode]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=69412#p69412</link>
			<description><![CDATA[<p>i thn=ink there is already a game type like that called supplie line where one team must caputre each CP in a ordr and only&nbsp; when all of the command points are captured then the main base opens up it id a game type in northen strike (is that the name?)</p>]]></description>
			<author><![CDATA[null@example.com (darktapper)]]></author>
			<pubDate>Sun, 22 Jul 2007 04:32:08 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=69412#p69412</guid>
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			<title><![CDATA[Re: Hold the Line Game Mode]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=69383#p69383</link>
			<description><![CDATA[<p>Ah, yes, a kind of &#039;Rear Guard&#039; map. Come to think of it, that could work very well for the Hoth map, was it not for that it&#039;s planned and probably made or at least more than half-made already. Hold the line, give our base personnel time to take off and flee!</p><p>I could also, as I said, imagine a rear guard map, in which the bulk of your army is fleeing and you are to hold the advancing enemy back to let your main army get away.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sat, 21 Jul 2007 19:52:40 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=69383#p69383</guid>
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			<title><![CDATA[Hold the Line Game Mode]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=69380#p69380</link>
			<description><![CDATA[<p>Hold the Line is a game mode idea that I came up with in which the goal of the map for the defenders is not to capture control points or eliminate the enemy, but instead to hold a series of consecitive control points for a certain amount of time. The attacking team must take each point consecutively. <br />For example, the Rebels must hold an outeroutpost for 3 minutes and then can retreat, then they must hold the outermost defensive perimeter for 5 minutes, the inner perimeter for 5 minutes and hanger for 10 minutes. The way the rebels when is to not be oeverrun before the time runs out, the Imperials must overrun each consecutive flag before the time runs out.</p>]]></description>
			<author><![CDATA[null@example.com (TexAg02)]]></author>
			<pubDate>Sat, 21 Jul 2007 18:10:26 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=69380#p69380</guid>
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