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		<title><![CDATA[First Strike Forums — Idea for map]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=6773</link>
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		<description><![CDATA[The most recent posts in Idea for map.]]></description>
		<lastBuildDate>Mon, 24 Dec 2007 04:36:00 +0000</lastBuildDate>
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			<title><![CDATA[Re: Idea for map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=92947#p92947</link>
			<description><![CDATA[<div class="quotebox"><blockquote><p>Safe-Keeper: Exactly. The big problem on interior maps is that, if there are only a few ways to get from points A to B, then 4-5 people can simply fall prone, set up a Eweb, and have a ball slaughtering incoming opponents. More corridors, and that problem evaporates.</p></blockquote></div><p>Not to mention thin out the kits. Frag grenades = Grenade spam. Having only a &#039;Light Trooper&#039; class and a Medic class would be fine with me, if perhaps a bit shallow.</p><div class="quotebox"><blockquote><p>I would suggest, however, that the map be at least a Push map.</p></blockquote></div><p>Fully agreed, but then again, it takes a bit for me to think <strong>any</strong> given Conquest map shouldn&#039;t be a Push map <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> .</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Mon, 24 Dec 2007 04:36:00 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=92947#p92947</guid>
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			<title><![CDATA[Re: Idea for map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=92942#p92942</link>
			<description><![CDATA[<p>Safe-Keeper: Exactly. The big problem on interior maps is that, if there are only a few ways to get from points A to B, then 4-5 people can simply fall prone, set up a Eweb, and have a ball slaughtering incoming opponents. More corridors, and that problem evaporates. For a problem case, see: Titan Mode. <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>I would suggest, however, that the map be at least a Push map. I still like the idea of running to the escape pods, because it would thin out the number of fighting Rebels and give the map a feeling of an overwhelming number of Imperials against a scant few Rebel troops. If we do go for something more tame, though, make sure that it&#039;s Push or the Imperials will be unlikely to get far.</p><p>And detpacking the door would be an awesome touch. Give it a custom death animation, and we can get a nice Battlerecorder recreation of the movie. <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></description>
			<author><![CDATA[null@example.com (Thexor)]]></author>
			<pubDate>Mon, 24 Dec 2007 03:49:54 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=92942#p92942</guid>
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			<title><![CDATA[Re: Idea for map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=92936#p92936</link>
			<description><![CDATA[<p>[Muses]</p><p>Conquest map featuring all of Corvette and the tunnel or whatever the Imperials use to get into it. Imperials blow through the blast door and enter Corvette, for then to fight their way through the ship to the bridge. Only difference from normal Conquest would be that Rebels had to hold the Imperials from reaching the escape pod chambers for so and so long, to simulate buying time for Leia to upload her plea for help to R2-D2 and stow him in an escape pod with C-3PO. Other than that, it&#039;d be simple Conquest with control points ranging from the aft to the bridge. It&#039;d be all-infantry, obviously, and very likely not a good 64 player map. It&#039;d have to be 32 max, or even 16.</p><p>If only the Rebels don&#039;t have a spawn points right on top of the Imperials, and there were multiple ways to get too and from each control point, this could work really, really well.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Mon, 24 Dec 2007 03:04:02 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=92936#p92936</guid>
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			<title><![CDATA[Re: Idea for map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=92935#p92935</link>
			<description><![CDATA[<div class="quotebox"><cite>Thexor wrote:</cite><blockquote><p>I don&#039;t know about scaring off the devs - if they were easily scared by differing opinions, we wouldn&#039;t <em>have</em> a mod in the first case. Debating on what is interesting is a good way to show the devs what the general populace is interested in. Naturally, devs have the final word - but they&#039;re unlikely to produce a map unless there&#039;s evidence of interest in it. Having a decent debate about a map is a great way to show that we like the idea (or don&#039;t like the idea, should the suggestion be despised).</p></blockquote></div><p>what he said <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>Im sure all input is appreciated and taken 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 (Pam)]]></author>
			<pubDate>Mon, 24 Dec 2007 02:52:12 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=92935#p92935</guid>
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			<title><![CDATA[Re: Idea for map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=92896#p92896</link>
			<description><![CDATA[<p>I don&#039;t know about scaring off the devs - if they were easily scared by differing opinions, we wouldn&#039;t <em>have</em> a mod in the first case. Debating on what is interesting is a good way to show the devs what the general populace is interested in. Naturally, devs have the final word - but they&#039;re unlikely to produce a map unless there&#039;s evidence of interest in it. Having a decent debate about a map is a great way to show that we like the idea (or don&#039;t like the idea, should the suggestion be despised).</p>]]></description>
			<author><![CDATA[null@example.com (Thexor)]]></author>
			<pubDate>Sun, 23 Dec 2007 20:09:13 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=92896#p92896</guid>
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			<title><![CDATA[Re: Idea for map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=92895#p92895</link>
			<description><![CDATA[<p>I&#039;d love to see this map! With the right tweaks it really could work, but if it&#039;s going to happen then I am sure the dev&#039;s are thinking it through. People coming on saying do it this way, no that sucks it should be this way wont help. In fact if anything it would probably convince the dev&#039;s that to create such a map is too much hardwork and no-one would end up appreciating it.</p>]]></description>
			<author><![CDATA[null@example.com (Twigs)]]></author>
			<pubDate>Sun, 23 Dec 2007 20:06:37 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=92895#p92895</guid>
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			<title><![CDATA[Re: Idea for map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=92875#p92875</link>
			<description><![CDATA[<p>defiantly agree with the different kits. any ideas what would be in them</p>]]></description>
			<author><![CDATA[null@example.com (yultemsee)]]></author>
			<pubDate>Sun, 23 Dec 2007 16:09:59 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=92875#p92875</guid>
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			<title><![CDATA[Re: Idea for map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=92858#p92858</link>
			<description><![CDATA[<p>Heh, this is almost <em>exactly</em> a map I suggested not long ago.</p><p><a href="http://www.fsmod.com/fsforums/viewtopic.php?id=6643">http://www.fsmod.com/fsforums/viewtopic.php?id=6643</a></p><p>...not that I&#039;m complaining. Hey, at the very least, you&#039;re obviously in support!</p><p>Mods! Take note! People are suggesting this left, right, and centre! <strong>Let&#039;s DO IT!</strong></p><p>...and, having chilled down, my big complaint is that having a random number generator for escapes would be useless and annoying, from a gameplay perspective. There&#039;s no significant difference between needing, say, 50 pods to escape vs. needing 25 pods to escape and having 50% being blown up. Either way, you need to get 50 guys to the escape hatch - the difference is, you might get screwed by random numbers the second time. Let&#039;s not have randomization, please. My suggestion (see above thread) was that the lore would be changed slightly - the Rebels have dealt enough damage to the ISD that its bottom Turbolasers have had their tracking systems damaged, preventing them from targetting small objects - like escape pods.</p><p>My other, more controversial suggestion, was that the Rebels could spawn as either Pilots or Troopers. Only Pilots could use the escape pods, but obviously Troopers would be more combat-competent. (My original suggestion was pick-up kits, but that was shot down faster than an immobile TIE.) I still stand by this, because I believe that having symmetrical balance in an interior map is a big mistake, resulting in &#039;nade spamming, mine massing, and other lame tactics. Still, it might work, especially if the map was big and complex enough that flanking was still a possibility. If the interior was anything like the debacle that is vanilla 2142 Titan Mode, then symmetric kit layouts would be map-breaking-ly horrible.</p><p>Yes, there is such a word as map-breaking-ly. *looks around warily*</p>]]></description>
			<author><![CDATA[null@example.com (Thexor)]]></author>
			<pubDate>Sun, 23 Dec 2007 07:22:31 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=92858#p92858</guid>
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			<title><![CDATA[Idea for map]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=92854#p92854</link>
			<description><![CDATA[<p>REcreate the opening scene in starwars aboard the princesses blockade runner <br />No titan mode BS , just an interior of the ship. Kind of a &quot;push&quot; map where the imperials have the difficult starting position of entering the ship thru one single door and attempting to gain territory within the corvette by fighting hallway by hallway .<br />The rebels on the other hand, have the advantage in the very beginning, until the imperials make headway and can spawn within the ship ... Once they lose enough ground the battle begins to fall in favor of the imperials ... and the rebels must then find their way to the life-pod section and attempt to jettison a single life-pod successfully. A simple random number generator line of code would &quot;roll dice&quot; upon each ejection attempt to determine if a pod escapes to the surface of tatooine or not.</p><p>Strategy would have it that the imperials would try to block the rebels from reaching the life-pod deck, effectively sealing their fate aboard the vessel.</p>]]></description>
			<author><![CDATA[null@example.com (Luke SkyRaper)]]></author>
			<pubDate>Sun, 23 Dec 2007 05:11:36 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=92854#p92854</guid>
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