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		<title><![CDATA[First Strike Forums — Rebel Alliance Strategy Announcement.]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=7801</link>
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		<description><![CDATA[The most recent posts in Rebel Alliance Strategy Announcement..]]></description>
		<lastBuildDate>Wed, 18 Jun 2008 02:24:37 +0000</lastBuildDate>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109289#p109289</link>
			<description><![CDATA[<p>Well then! I propose the use of ladders!&nbsp; Such a marvelous technological wonder they are!</p>]]></description>
			<author><![CDATA[null@example.com (Crix Madine)]]></author>
			<pubDate>Wed, 18 Jun 2008 02:24:37 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109289#p109289</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109280#p109280</link>
			<description><![CDATA[<p>Before release 1.0 the second floor was supposed to be accessible through an elevator that you get in from the bottom floor.&nbsp; This however was scrapped because the elevators would not work.</p>]]></description>
			<author><![CDATA[null@example.com (Omen)]]></author>
			<pubDate>Wed, 18 Jun 2008 01:39:15 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109280#p109280</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109274#p109274</link>
			<description><![CDATA[<p>Generally, if the Imps are smart, the Imp Outpost is a nice bottleneck. Its just farther up the map. Once the Rebs cap Tree village (if they make it up there that is), the last great defensive spot for the Imps is the Outpost.</p><p>Yes, I read page 1, and skipped to the last page, so dont get too annoyed if I repeat anything anyone else said. <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p><p>If the Tree Village flag is taken out, then maybe a flag could be added to the landing platform area or something. Better yet, to end the worry of having the fighting centered around getting to the top of the village, the flag could be placed on the forest floor. There are still a lot of angles the Imps can use to defend, and it lessens the &quot;threat&quot; of a diabolical wall of defense placed around it.</p>]]></description>
			<author><![CDATA[null@example.com (Patriot)]]></author>
			<pubDate>Wed, 18 Jun 2008 01:05:24 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109274#p109274</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109206#p109206</link>
			<description><![CDATA[<p>I agree with the idea of having ladders at the Imp outpost.&nbsp; Either outside or inside where the two turbolift shafts are.&nbsp; Or is there still a plan to have working lifts?</p>]]></description>
			<author><![CDATA[null@example.com (Crix Madine)]]></author>
			<pubDate>Tue, 17 Jun 2008 16:47:57 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109206#p109206</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109198#p109198</link>
			<description><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>The link between Speeder Wreck and Lower Woods is a must, in my opinion. As I&#039;ve said:<br /> - It&#039;s lore-accurate.<br /> - It means the Rebels have a choice between moving on to Lower Woods and then to the Bunker, making for a slightly easier fight, or taking the harder-to-capture Imperial Outpost and getting AT-STs, for then to take on the Bunker.</p></blockquote></div><p>Basicaly making those base CPS next to impossible to defend against...&nbsp; It needs a bottleneck somewhere since Imps can never retake a point.&nbsp; &nbsp;Do it that way and every fight would end up, I duno where since Imp base can&#039;t be defended and the other points could just be chain caped buy Rebels on speeders with the lay out your proposing.</p><div class="quotebox"><blockquote><p>It already is accessible. That&#039;s the problem.</p></blockquote></div><p>You fail to see what we mean by &quot;Accesable&quot;.... its not accesable, its more glitchable then anything.&nbsp; You need a speeder bike to get up their meaning you can only get up their with 2 people at a time and only if your speeder bikes are not lost.&nbsp; &nbsp; </p><div class="quotebox"><blockquote><p>Er, how exactly is the speeder bike magical?</p></blockquote></div><p>Speeders in the movie only flew for a few seconds and only Once during the 5+ minute chace sceen.&nbsp; &nbsp;Speeders in FS can fly for like a minute (using the burst right) and be used again in a minute.&nbsp; &nbsp;Also since the speeder bike troopers didn&#039;t even use the flying ability of the bikes to avoid obsticals I would say it was something extreamly hard or tricky to do.&nbsp; Once again, unlike how it is in FS.&nbsp; &nbsp; Reduce the recharge time on the speeder bikes from like 1 minute to 5-10 minutes to fully recharge.&nbsp; &nbsp;Have them be more of Ground Scout vehicles instead of air support vehicles....</p><div class="quotebox"><blockquote><p>First of all, most buildings in reality and SW don&#039;t have staircases on the outside of them, and secondly, as you already can get onto roofs, I fail to see the point.</p></blockquote></div><p>I do beleave all buildings (real and SW) that are 2 storyed with furniture and equipment on the 2nd floor do have a way typicaly to get to the 2nd floor.&nbsp; I may be crazy, but I never see a building with a whole bunch of scientific equipment locked up in a room that could never be accesed....&nbsp; I also think it a bit odd that imperial officers have no clue on how to open the doors of their own base, concidering their are doors on the 2nd floor leading to the tech room up their....</p><div class="quotebox"><blockquote><p>Placing turbo lasers we&#039;d pretty much already modeled wasn&#039;t that big a chore, I imagine. And the purpose of the turbo lasers is to keep infantry off of the roof - a staircase or elevator would kinda fail in that respect.</p></blockquote></div><p>Harder then putting a Subtract cylinder through the 2nd floor room and through the turbolifts and putting a ladder in?&nbsp; &nbsp;You don&#039;t need to keep people from getting up their, you need to keep people being able to STAY up their un-opposed.&nbsp; &nbsp;Thats what a staircase on the outside or opening up the 2nd floor room achives.&nbsp; It allows the people defending he base to get up their and kill any and all campers.</p>]]></description>
			<author><![CDATA[null@example.com (MrMonkey)]]></author>
			<pubDate>Tue, 17 Jun 2008 15:28:25 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109198#p109198</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109142#p109142</link>
			<description><![CDATA[<p>yea I&#039;ve seen through windows in buildings of the second floor... though a simple ladder inside near the back, or a set of stairs leading up to the second floor would help. I&#039;ve seen in the surreal mod how you can make one way doors that you can see on both sides but only go through one, perhaps a door on the side so you can go out but not in?</p>]]></description>
			<author><![CDATA[null@example.com (BirdmanGA)]]></author>
			<pubDate>Tue, 17 Jun 2008 04:26:19 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109142#p109142</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109094#p109094</link>
			<description><![CDATA[<p>As the outpost building is also used in Rhen Var Research Is there also plans for tubolazers on that map?</p>]]></description>
			<author><![CDATA[null@example.com (Athlon)]]></author>
			<pubDate>Mon, 16 Jun 2008 16:39:45 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109094#p109094</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109093#p109093</link>
			<description><![CDATA[<div class="quotebox"><blockquote><p>Get rid of the link between Speeder Wreck and Lower Woods and that seems perfectly fine with me</p></blockquote></div><p>The link between Speeder Wreck and Lower Woods is a must, in my opinion. As I&#039;ve said:<br /> - It&#039;s lore-accurate.<br /> - It means the Rebels have a choice between moving on to Lower Woods and then to the Bunker, making for a slightly easier fight, or taking the harder-to-capture Imperial Outpost and getting AT-STs, for then to take on the Bunker.</p><p>As for linking Scout Camp and IO, I think I see the idea behind it, but I think a better idea would be to link Scout Camp and Speeder Wreck. That, and connecting Speeder Wreck and Lower Woods, will make that CP ten times more important while also preventing the bottleneck of the Tree Village.</p><div class="quotebox"><blockquote><p>WHY would you need a death zone on the top of imp buildings?!</p></blockquote></div><p>Because infantry up there strongly deters from the gameplay of the map. The CP was made with the intention that players had to first get into the compound, then fight their way into the Outpost building and take it from there. Until the &quot;omgwtfl33t&quot; players figured out they could be super specops by flying speeder bikes up on the roof of the IO, this setup made for some very good firefights. In all the last games I&#039;ve played of EST (prior to 1.2), though, it&#039;s just been a matter of &quot;cap-the-roof&quot;. It&#039;s not fun at all.</p><p>As it stands, I consider it to be nothing short of griefing to get onto the IO roof. An ABC/death zone system would be highly appreciated.</p><div class="quotebox"><blockquote><p>Make the roof accesable</p></blockquote></div><p>It already is accessible. That&#039;s the problem.</p><div class="quotebox"><blockquote><p>(not the top top but the 2nd floor) by means other then a magical flying speeder bike.</p></blockquote></div><p>Er, how exactly is the speeder bike magical?</p><div class="quotebox"><blockquote><p>Carry that modification of Imp bases through alll instances of that building in other maps to.&nbsp; &nbsp;They ALL suffer from &quot;I have more people on top then you so nener nener ne&quot; syndrome.</p></blockquote></div><p>First of all, most buildings in reality and SW don&#039;t have staircases on the outside of them, and secondly, as you already can get onto roofs, I fail to see the point.</p><div class="quotebox"><blockquote><p>I agree, a simple remodel of the outpost to include a staircase and door access to the roof would have been much easier to do than include 3 turbolasers wouldn&#039;t it?</p></blockquote></div><p>Placing turbo lasers we&#039;d pretty much already modeled wasn&#039;t that big a chore, I imagine. And the purpose of the turbo lasers is to keep infantry off of the roof - a staircase or elevator would kinda fail in that respect.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Mon, 16 Jun 2008 16:30:03 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109093#p109093</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109089#p109089</link>
			<description><![CDATA[<p>I agree, a simple remodel of the outpost to include a staircase and door access to the roof would have been much easier to do than include 3 turbolasers wouldn&#039;t it?</p>]]></description>
			<author><![CDATA[null@example.com (Athlon)]]></author>
			<pubDate>Mon, 16 Jun 2008 16:15:50 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109089#p109089</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109086#p109086</link>
			<description><![CDATA[<div class="quotebox"><cite>RSF Angel wrote:</cite><blockquote><p><a href="http://byfiles.storage.live.com/y1pGEFfAgoVnRYPeB8f1PS-wIS1xmdyekLi_oLW6WtKkqlxETTEx6qfJzBDxa44uG9d2YwoSR6z2ZM">http://byfiles.storage.live.com/y1pGEFf … YwoSR6z2ZM</a></p></blockquote></div><p>Get rid of the link between Speeder Wreck and Lower Woods and that seems perfectly fine with me <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p><p>WHY would you need a death zone on the top of imp buildings?!&nbsp; &nbsp;Make the roof accesable (not the top top but the 2nd floor) by means other then a magical flying speeder bike.&nbsp; Be that through stairs on the outside or a ladder/turbo lift on the inside... or both.&nbsp; Problem solved, no need for Death Zones or some such crazyness.&nbsp; &nbsp;</p><p>Carry that modification of Imp bases through alll instances of that building in other maps to.&nbsp; &nbsp;They ALL suffer from &quot;I have more people on top then you so nener nener ne&quot; syndrome.</p>]]></description>
			<author><![CDATA[null@example.com (MrMonkey)]]></author>
			<pubDate>Mon, 16 Jun 2008 15:16:51 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109086#p109086</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=109041#p109041</link>
			<description><![CDATA[<p>If the cap-zone of the tree village could be changed a tad, so it&#039;s captured from the ground, and not ontop of a wooden platform built by little teddies with sticks. Then change the flag name to something like &quot;Tree Village Entrance&quot;.</p><p>That way, you can still climb the village if you feel like it, and use it for defencive purposes. But after a few minutes it will be pointless to stay there if you&#039;re Imperial, as the Rebels, sneaky as they are, will have snuck past you and captured the next flag.</p><p>Just an idea, ofcourse.</p><p>EDIT: Bleh..</p>]]></description>
			<author><![CDATA[null@example.com (ZaZZo)]]></author>
			<pubDate>Sun, 15 Jun 2008 14:50:15 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=109041#p109041</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108964#p108964</link>
			<description><![CDATA[<p>I think its good as is, but could be something spectacular.<br />I think that in order to take the imp outpost, or the bunker, that there should be something there to protect for the Imps.<br />Not just the spawn point, but maybe communications at the Imp outpost needs to be destroyed(objective). But the post not taken.<br />For the Bunker itself.. maybe destroying the blast doors...aka titan mode destuction of the doors, to get in and to destroy the shield generator.<br />Make the Imp oupost and the bunker recapturable for the Imps..lore acuracy dictates, Han and crew getting in was staged, to capture them, so recapturing the bunker for the Imps is a must.</p><p>Controlling the bunker for a set period of time wins, or destroying the shield generator from the inside wins.<br />The map could use some tweaks, but overall it is still fun.<br />Im sure every revision will make things a little better, and allow for the mod to grow through the hands of these people that brought it to us.<br />I thank you for it to begin with, and hope for much more.</p>]]></description>
			<author><![CDATA[null@example.com (Slimshiesty)]]></author>
			<pubDate>Sat, 14 Jun 2008 20:26:51 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108964#p108964</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108959#p108959</link>
			<description><![CDATA[<p>I didn&#039;t say he never wins did I?</p><p>sheesh.</p>]]></description>
			<author><![CDATA[null@example.com (TY2D2)]]></author>
			<pubDate>Sat, 14 Jun 2008 19:43:54 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108959#p108959</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108954#p108954</link>
			<description><![CDATA[<p>Omen is a good leader, Ty doesnt even play enough that he had the right to say Omens squad never wins.</p>]]></description>
			<author><![CDATA[null@example.com (Irichanu)]]></author>
			<pubDate>Sat, 14 Jun 2008 18:46:49 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108954#p108954</guid>
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			<title><![CDATA[Re: Rebel Alliance Strategy Announcement.]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=108952#p108952</link>
			<description><![CDATA[<p>Omen is hardcore.</p><p>Respeck.</p>]]></description>
			<author><![CDATA[null@example.com (RSF Angel)]]></author>
			<pubDate>Sat, 14 Jun 2008 17:38:18 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=108952#p108952</guid>
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