<?xml version="1.0" encoding="utf-8"?>
<feed xmlns="http://www.w3.org/2005/Atom">
	<title type="html"><![CDATA[First Strike Forums — Ryloth Mines Feedback]]></title>
	<link rel="self" href="https://forums.fsmod.com/extern.php?action=feed&amp;tid=8242&amp;type=atom" />
	<updated>2008-09-22T00:58:40Z</updated>
	<generator version="1.4.5">PunBB</generator>
	<id>https://forums.fsmod.com/viewtopic.php?id=8242</id>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115813#p115813" />
			<content type="html"><![CDATA[<p>Well, you <strong>can</strong> use ziplines to get down, but I don&#039;t know if that was the idea.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-22T00:58:40Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115813#p115813</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115809#p115809" />
			<content type="html"><![CDATA[<p>The layout came from woody and I just mapped it so Im not sure what he was thinking there.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| BLITZ]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=65</uri>
			</author>
			<updated>2008-09-22T00:21:49Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115809#p115809</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115808#p115808" />
			<content type="html"><![CDATA[<p>Couldn&#039;t the ammo be given to the medic to balance him? Sounds like a good tradeoff to me.</p><p>&nbsp; &nbsp;Oh, and Blitz, what&#039;s the deal with this plateau here, the one I&#039;m standing on in this screenshot, which for convenience&#039;s sake I shall call Kayak Dog Plateau:<br /><span class="postimg"><img src="http://i147.photobucket.com/albums/r292/safe-keeper/suggestionplateau-1.png" alt="http://i147.photobucket.com/albums/r292/safe-keeper/suggestionplateau-1.png" /></span></p><p>Seriously, there&#039;s a bridge leading to it from &quot;Plateau <em>a</em>&quot;, and you can get there from the northernmost CP, but there&#039;s no real reason to be there and I don&#039;t think I&#039;ve ever seen anyone there, either. Sure, it lets you get to the bridge leading to &quot;plateau <em>a</em>&quot; enabling flank/sneak attacks or whatever, but there&#039;s no real reason to try that either as you&#039;re sure to be spotted on your way over the bridge. Pretty much the only reason to be up there seems to be to enable you to scout out/suppress the Upper Flag.</p><p>If you altered the map slightly and made the spire across the chasm a plateau higher than the Upper Flag, accessible from the CP, and bridged the gap from Kayak Dog Plateau, there would not only be another reason to be there, <strong>and</strong> another way to attack the Upper Flag, <strong>and</strong> the ability for the Upper Flag Garrison (which I shall for convenience&#039;s sake not call Kayak Dog Garrison) to go up there for a high ground advantage which shouldn&#039;t make the map too unbalanced.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-22T00:13:46Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115808#p115808</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115785#p115785" />
			<content type="html"><![CDATA[<p>I&#039;d like to say that I was in favour of giving the Zippers to officers instead of the Medic, but as Sam said, currently the medic is very hard to use - it suffers horrible armmo problems, and if the zipline is taken away then there will be very little incentive to use it.</p><p>Keep it with the medic.</p>]]></content>
			<author>
				<name><![CDATA[Gwynzer]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2316</uri>
			</author>
			<updated>2008-09-21T16:12:16Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115785#p115785</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115784#p115784" />
			<content type="html"><![CDATA[<p>Naw, we&#039;d want to do the proper lore accurate version, though <strong>TY&#039;s</strong> were very nice.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2008-09-21T16:10:07Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115784#p115784</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115782#p115782" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>FSDev| TALON wrote:</cite><blockquote><p>The idea is to use all dark<strong> Imps</strong> and spec op camoflauged <strong>Rebs</strong> to make best use of the dark, otherwise the <strong>Rebels</strong> would have an unfair advantage with all the <strong>Imps</strong> running around in white armour. That said. Hmmm, perhaps we could introduce the <strong>Shadowtrooper</strong>? eSame as a <strong>Stormtrooper</strong> but with black armour. Hmmm think more on this I shall.</p></blockquote></div><p>mabey you could use those stormiess TY2D2 made <a href="http://forums.fsmod.com/viewtopic.php?id=8193">http://forums.fsmod.com/viewtopic.php?id=8193</a></p>]]></content>
			<author>
				<name><![CDATA[gaurd502]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2136</uri>
			</author>
			<updated>2008-09-21T15:49:16Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115782#p115782</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115778#p115778" />
			<content type="html"><![CDATA[<div class="quotebox"><blockquote><p>Why should you give officers zip lines as well?</p></blockquote></div><p>Not as well as the Medics/Troopers - <strong>instead of</strong> the Medics/Troopers. Consider removing the MKII/E-Web from this map and replacing it with the zipline launcher. There are no generators anyhow.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-21T15:38:03Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115778#p115778</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115776#p115776" />
			<content type="html"><![CDATA[<p>I&#039;ve never been even near of running out of flares, there are enough of them already. </p><p>Why do imperial medics get flares but rebel medics don&#039;t? Is it because the T-10 aimed enables you to see a lot better in the dark? Then again, you have the choice of the carbine which has ironsights (never use the ironsights with that weapon.)</p><p>Why should you give officers zip lines as well? Only medics getting 2-3 in the final version should be enough. Would make their use more significant tactically.</p><p>Some spawn points should be moved to safer locations. Lots of spawnkilling going on.</p><p>The map could be a little bigger and the distance between points longer.</p><p>I don&#039;t know about others but I kept on running out of ammo as a medic having nothing but the blaster. Didn&#039;t see many officers around either.</p>]]></content>
			<author>
				<name><![CDATA[SamZi]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2343</uri>
			</author>
			<updated>2008-09-21T15:35:10Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115776#p115776</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115773#p115773" />
			<content type="html"><![CDATA[<p>It crashes for me. I dont know why. other maps work</p>]]></content>
			<author>
				<name><![CDATA[yultemsee]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1484</uri>
			</author>
			<updated>2008-09-21T15:27:16Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115773#p115773</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115770#p115770" />
			<content type="html"><![CDATA[<p>Simply dipping the stormies in black paint sounds like a far better idea than shoehorning pilots in there.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-21T15:17:41Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115770#p115770</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115766#p115766" />
			<content type="html"><![CDATA[<p>The idea is to use all dark<strong> Imps</strong> and spec op camoflauged <strong>Rebs</strong> to make best use of the dark, otherwise the <strong>Rebels</strong> would have an unfair advantage with all the <strong>Imps</strong> running around in white armour. That said. Hmmm, perhaps we could introduce the <strong>Shadowtrooper</strong>? Same as a <strong>Stormtrooper</strong> but with black armour. Hmmm think more on this I shall.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2008-09-21T15:03:54Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115766#p115766</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115760#p115760" />
			<content type="html"><![CDATA[<p>I dont know if this is still in it but I seem to recall imp pilots running around and I could never distinguish them from the rebels resulting in alot of teamkills...</p>]]></content>
			<author>
				<name><![CDATA[Gunny12345]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2489</uri>
			</author>
			<updated>2008-09-21T14:49:29Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115760#p115760</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115757#p115757" />
			<content type="html"><![CDATA[<p>I like&nbsp; the idea of a new CP,and being able to pick up flares.At first the map seemed too dark.But after a couple of games you start to get used to using your map and flares better.</p>]]></content>
			<author>
				<name><![CDATA[gaurd502]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2136</uri>
			</author>
			<updated>2008-09-21T14:28:16Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115757#p115757</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115754#p115754" />
			<content type="html"><![CDATA[<p>I agree with letting players pick up flares. Give us two or three only, and let us pick up the ones we throw.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-21T14:17:50Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115754#p115754</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Ryloth Mines Feedback]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115752#p115752" />
			<content type="html"><![CDATA[<p>I thought this&nbsp; is looking good, torch&#039;s give off just the&nbsp; right amount of light use &#039;nade&#039;s in dark corner&#039;s, Maybe heavyweapon instead of e-web.&nbsp; zipline&#039;s maybe/maybe not..yes to another CP</p>]]></content>
			<author>
				<name><![CDATA[oddball-uk]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2060</uri>
			</author>
			<updated>2008-09-21T14:09:50Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115752#p115752</id>
		</entry>
</feed>
