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		<title><![CDATA[First Strike Forums — Mortar Guard discussion thread]]></title>
		<link>https://forums.fsmod.com/viewtopic.php?id=8241</link>
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		<description><![CDATA[The most recent posts in Mortar Guard discussion thread.]]></description>
		<lastBuildDate>Tue, 23 Sep 2008 10:35:25 +0000</lastBuildDate>
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			<title><![CDATA[Re: Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115922#p115922</link>
			<description><![CDATA[<p>Thanks for the clarification, Un-Co.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Tue, 23 Sep 2008 10:35:25 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115922#p115922</guid>
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			<title><![CDATA[Re: Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115915#p115915</link>
			<description><![CDATA[<p>Just to clarify view distance and Fog are not the same thing. View distance is the point at which the game stops rendering objects. Fog is an effect used to blur/obscure this transition, or in cases of maps like rhen var to obscure distant objects create atmosphere. The two settings are configured seperately. Make sure you configure both because if you can&#039;t see an object due to fog there no point wasting resources rendering it.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| General Un-Co)]]></author>
			<pubDate>Tue, 23 Sep 2008 02:27:37 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115915#p115915</guid>
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			<title><![CDATA[Re: Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115892#p115892</link>
			<description><![CDATA[<p>Yeah, same here, some idiot kept trying to block us going there because of some 1000 ticket issue or something. Obviously hasn&#039;t heard of just switching the map when we&#039;re done testing it I guess.</p>]]></description>
			<author><![CDATA[null@example.com (FSDev| TALON)]]></author>
			<pubDate>Mon, 22 Sep 2008 20:47:11 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115892#p115892</guid>
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			<title><![CDATA[Re: Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115887#p115887</link>
			<description><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><p>Edit: <strong>Fog is simply reduced view distance</strong>, and this can be done in FS, yes, see Rhen Var Research Facility for an example of this. I envisioned this a morning battle with everything a bit dark, not dark-dark like Ryloth Mines, but just enough for flares to be slightly effective. Adding fog might be a good idea, I&#039;ll consider it.</p></blockquote></div><p>Que?</p><p>You can set the start distance of fog so that the fog starts behind the player, creating a foggy atmosphere.</p><br /><p>Anywho, this is the only map that I didn&#039;t get to test over the weekend, so I cant really comment on the gameplay. <br />I would suggest using normal trees tho. I&#039;ll make you a custom sky texture if you like once you get further along with development.</p>]]></description>
			<author><![CDATA[null@example.com (Bandu)]]></author>
			<pubDate>Mon, 22 Sep 2008 20:08:40 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115887#p115887</guid>
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			<title><![CDATA[Re: Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115875#p115875</link>
			<description><![CDATA[<p>may be steps cut into rock face...</p>]]></description>
			<author><![CDATA[null@example.com (oddball-uk)]]></author>
			<pubDate>Mon, 22 Sep 2008 19:05:20 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115875#p115875</guid>
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			<title><![CDATA[Re: Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115790#p115790</link>
			<description><![CDATA[<p>As for exits from valley/riverbed: You can already climb the rockslide, though it takes a while to figure out how, and there are a couple of places along the western side where the terrain is just smooth enough to allow you to use it to get to the top. I might just add a ladder or something to the old quay, too, the one with the big stairs made out of logs.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sun, 21 Sep 2008 17:20:01 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115790#p115790</guid>
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			<title><![CDATA[Re: Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115753#p115753</link>
			<description><![CDATA[<p>With the &quot;densely forested area&quot; I mean the out-of-bonds valley which makes up the north. It&#039;s already out-of-bonds in the public release, so don&#039;t worry about that <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /> .</p><p>The valley (I assume you mean the dry riverbed with the Rebel position) should probably have more &quot;exits&quot;, now that you mention it. Thanks a lot for pointing that out.</p><p>When the game mode is finished, I think I&#039;ll also disallow the taking of Rally Points by Rebel forces, or move the Rally Points closer to the Imp start positions, &#039;cause right now it seems way too easy for the Alliance to take and control them, and mow down the Imperials. But then again, when it&#039;s done, the portion east of the riverbed won&#039;t be almost completely bare, it&#039;s a WIP, after all, so I may just have to wait and see about that one.</p><p>Also keep in mind that when it&#039;s done, the objective will be to destroy the Mortar Freerunner(s) - when this happens, the Rebels will lose instantly. If they&#039;re really easy to knock out currently, the map probably needs rebalancing (more Freerunners to destroy or something).</p><p>Edit: Fog is simply reduced view distance, and this can be done in FS, yes, see Rhen Var Research Facility for an example of this. I envisioned this a morning battle with everything a bit dark, not dark-dark like Ryloth Mines, but just enough for flares to be slightly effective. Adding fog might be a good idea, I&#039;ll consider it.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sun, 21 Sep 2008 14:16:25 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115753#p115753</guid>
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			<title><![CDATA[Re: Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115735#p115735</link>
			<description><![CDATA[<p>Overall, I like the feel of it. Not sure which part you meant by the densely forested area, but I think the middle valley could use one or two more small spots that allow easier climbing; right now you have to head east to move up the hill from what I can remember. I can easily picture this as a foggy morning battle -- could be a lot of fun. (Can fog be done in FS?) Still need to see this in action more finished with more people to judge the combat dynamic. Good so far.</p>]]></description>
			<author><![CDATA[null@example.com (Alt_Oid)]]></author>
			<pubDate>Sun, 21 Sep 2008 07:28:42 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115735#p115735</guid>
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			<title><![CDATA[Re: Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115699#p115699</link>
			<description><![CDATA[<p>it looks like a fun map,but i only tryed it for a couple of minutes until hoth came.</p>]]></description>
			<author><![CDATA[null@example.com (gaurd502)]]></author>
			<pubDate>Sat, 20 Sep 2008 15:17:57 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115699#p115699</guid>
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			<title><![CDATA[Re: Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115694#p115694</link>
			<description><![CDATA[<p>Oh, and the surrounding terrain is WIP. I haven&#039;t gotten to it yet, it won&#039;t be green and full of spikes when it&#039;s done <img src="https://forums.fsmod.com/img/smilies/big_smile.png" width="15" height="15" alt="big_smile" /> .</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sat, 20 Sep 2008 14:26:04 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115694#p115694</guid>
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			<title><![CDATA[Re: Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115634#p115634</link>
			<description><![CDATA[<p>edited, see above.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Sat, 20 Sep 2008 01:19:33 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115634#p115634</guid>
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			<title><![CDATA[Re: Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115584#p115584</link>
			<description><![CDATA[<p>OK, so the map that came with the public test build was broken and won&#039;t show up in the map list, so I&#039;m upping a new one. I apologize.</p><p><span style="color: wheat"><span class="bbu"><strong>EDIT:</strong></span></span><br />When testing this map, try to enforce these rules:<br /> - <strong>Don&#039;t move the Freerunner.</strong> It&#039;s to be stationary in the final product.<br /> - Don&#039;t use the Freerunner&#039;s gun. It&#039;s going to be auto-firing into the distance when the map is done.<br /> - The objective of the map is to destroy the stationary Freerunner, so consider the round over with an Imp victory when this happens.<br /> - Experiment the Rally Points. Try to play with Rebs being allowed to take them, and with Imps only allowed there.</p><p>I&#039;m planning the following changes to mod assets:</p><p> - A Probot clone that lets you spawn directly into it, without the need for a Probe Droid launcher (there wouldn&#039;t be such a launcher deep in the woods).<br /> - A stationary Mortar Freerunner clone with the driver&#039;s position disabled and a radar as well as the mortar (range would be about 150). </p><p>New kits with these changes:<br /> - HWS: No antitank mines. Both sides&#039; HWS may lose rocket launcher.<br /> - Support: No DEMP for Rebels.<br /> - All Imperial kits get Scout Trooper skin. There are no vehicles on the map, so the AT-ST driver looks out of place, and I always figured the Imperial officers without armour on Endor in ROTJ were there just because they got trapped when the Ewoks suddenly ambushed and the Bunker had to be sealed <img src="https://forums.fsmod.com/img/smilies/hmm.png" width="15" height="15" alt="hmm" /> .<br /> - Rebel Medic male, Support female. This for variation&#039;s sake and because the Support will be an important class on this map and thus should be able to be spotted more easily by enemies who want to gun specifically for him - sorry, her <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" /> .<br /> - HWS given two flares.</p><p>Other suggestions for minor changes to classes, go ahead and post them.</p><p>Oh, and there are some Ryloth statics in the out-of-bonds area. They&#039;re in thick woods, so you don&#039;t see them clearly unless you actually make a suicide run to get there (you only see something white and industrial-looking), so I figured they&#039;d be OK, Screenies to be uploaded.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Fri, 19 Sep 2008 20:01:49 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115584#p115584</guid>
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			<title><![CDATA[Mortar Guard discussion thread]]></title>
			<link>https://forums.fsmod.com/viewtopic.php?pid=115568#p115568</link>
			<description><![CDATA[<p>This thread is for discussing the map &#039;Mortar Guard&#039; (working title, subject to change). This is a simple infantry-only Objective map a bit similar to (though not inspired by) Imperial Convoy Raid, in which the Rebels start in the middle of the map with one or more stationary, auto-firing Mortar Freerunners, and the Imperials start in the east and west and need to fight their way to the Mortar section and destroy it before running out of tickets.</p><p><strong>Note that the map is currently very WIP</strong>, with blank portions of terrain, no objective mode gamemode set up (it&#039;s a regular conquest map as of now), and no lightmapping. Water is so-so too, if even visible. All this will be changed, in fact the map has already progressed quite a bit from the uploaded version.</p><p>Things to comment on:<br /> - Terrain layout. How does it look and feel, what concerns do you anticipate gameplay-wise, and so on. The densely forested area below the ridge will be off-limits.<br /> - Gameplay, gameplay, gameplay! There&#039;s a million ways to fix the map if it becomes unbalanced one way or the other. I want to know what you think. Should Rally Point CP&#039;s be moved? Should Rebs be allowed to cap them? Should they affect ticket drain? Should the kits be slightly changed somehow? Etc. etc. etc.</p><p>Couple of notes:<br /> - Infantry classes may be modified slightly for balance and gameplay.<br /> - Any speeder bikes on the map are for exploration only, and won&#039;t be there in the final release.<br /> - The Mortar Freerunners will be stationary and their mortars will fire automatically into the distance (and the driver position will be unavailable). Their aft guns will be accessible, though.<br /> - The Combat Speeder will very likely either be a static or not there at all. It&#039;s there pretty much only to explain how the Rebel infantry got there along with the Freerunner.</p>]]></description>
			<author><![CDATA[null@example.com (Safe-Keeper)]]></author>
			<pubDate>Fri, 19 Sep 2008 14:52:40 +0000</pubDate>
			<guid>https://forums.fsmod.com/viewtopic.php?pid=115568#p115568</guid>
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