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	<title type="html"><![CDATA[First Strike Forums — Hoth feedback and discussion.]]></title>
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	<updated>2008-09-22T19:33:31Z</updated>
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		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115884#p115884" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>Safe-Keeper wrote:</cite><blockquote><div class="quotebox"><blockquote><p>Get rid of grenades? Are you mad? If we didnt have grenades</p></blockquote></div><p>Please don&#039;t put words in my mouth.</p></blockquote></div><p>I wasn&#039;t really replying to you. Just the general idea of reducing grenade havoc.</p>]]></content>
			<author>
				<name><![CDATA[yultemsee]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1484</uri>
			</author>
			<updated>2008-09-22T19:33:31Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115884#p115884</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115881#p115881" />
			<content type="html"><![CDATA[<p>Hmmm, I&#039;m not so sold on signs, there were no signs and coloured stripes etc in the movie. I think that once you get used to the layout there will be no need, once the mini map is improved that will help. Also remember there will be statics littering the place so some of these may be distinctive enough to give you a clue as to your whereabouts in the base. Also the more fully detailed final corridor models will most likely become distinctive enough to help you figure out where you are. I always use this as an example but I&#039;ll use it again here, just think back and remember how much of a maze <strong>Mos Espa</strong> was when you first played it, and now think how easy you find it to get around the place (though I have to admit sometimes I&#039;ll take a wrong turn and occasionally get lost in there even now <img src="https://forums.fsmod.com/img/smilies/lol.png" width="15" height="15" alt="lol" />). The point is once you&#039;ve played it a few times and explored a little you&#039;ll get to recognise the difference between the corridors and get used to the layout.</p><p>I might put a few subtle signs in there like the xenomorph/biological warning sign on the cell door where the captured <strong>Wampas</strong> are kept.</p><p>Coloured stripes on the walls or floor is a definite no no. This isn&#039;t <strong>Stargate Command</strong>.</p><p><img src="https://forums.fsmod.com/img/smilies/lol.png" width="15" height="15" alt="lol" /></p><p>Anyhow, stay on target...</p><p><em>*Points below.*</em></p><div class="quotebox"><cite>FSDev| TALON wrote:</cite><blockquote><p><strong>1)</strong> How is the layout? Is the base too big? Too small? Too complex or confusing? Enough different specific locations etc?</p><p><strong>2)</strong> Are the corridors and rooms and hangers fun to battle in? Are the small corridors too tight? Or just right? Are they conducive to fun combat scenarios? (remember there will be more cover in the form of crates and various other statics than we have in there now)</p><p><strong>3)</strong> Perform organised defence and assault scenarios on the base&#039;s key locations (<strong>Hanger 7, Ion Control, Command Centre</strong> &amp; the <strong>Transport Hanger</strong>) with varying numbers of players. Are these areas too easy/too hard to defend/attack? Do you like the layout of these key locations in how they relate to the defence and attack of these locations?</p><p><strong>4)</strong> Perform the same sort of scenarios on the secondary features such as the various corridors and rooms such as the<strong> Medical Centre</strong>, <strong>Briefing Room</strong> &amp; E<strong>mergency Exit corridor</strong> amongst others and provide feedback on how they play in combat.</p></blockquote></div>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2008-09-22T19:21:02Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115881#p115881</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115880#p115880" />
			<content type="html"><![CDATA[<p>*pours scrabble letters in Safe&#039;s mouth*</p><p>How&#039;d ya like them words! <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /></p>]]></content>
			<author>
				<name><![CDATA[Twigs]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1382</uri>
			</author>
			<updated>2008-09-22T19:16:06Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115880#p115880</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115879#p115879" />
			<content type="html"><![CDATA[<div class="quotebox"><blockquote><p>Get rid of grenades? Are you mad? If we didnt have grenades</p></blockquote></div><p>Please don&#039;t put words in my mouth.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-22T19:12:44Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115879#p115879</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115876#p115876" />
			<content type="html"><![CDATA[<p>Get rid of grenades? Are you mad? If we didnt have grenades then people would just hide behind shields any where they wanted. But with grenades you have to plan where you are going to plant your shields. not too close too a corner and not too far away to mount an attack.</p>]]></content>
			<author>
				<name><![CDATA[yultemsee]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1484</uri>
			</author>
			<updated>2008-09-22T19:06:15Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115876#p115876</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115867#p115867" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>FSDev| BLITZ wrote:</cite><blockquote><p>Me and Twigs held our own with our squad the other day with good teamwork, it wasnt til people didnt listen and we lost our only spawn point did we get surrounded. I agree, good teamwork will allow you to advance, shield hopping anyone?</p></blockquote></div><p>We were getting absoloutly nowhere in advancing until I asked one of the UKWF&#039;ers I was playing with to join me in Sheild hopping forward.&nbsp; As is said, teamwork and Squad Leader co-ordination is the key to taking this corridor.</p><br /><br /><br /><p>As for finding your way around, how about the coloured stripes like they have in hospitals/airports etc.&nbsp; And shove a few maps up at the busier points with a picture of the area (like the Ion Gun for the IonControl corridor) with a clearly mark coloured stripe behind it.&nbsp; Involves no Aurebesh, and is so easy to understand that even <strong>Omen</strong> would get it.</p>]]></content>
			<author>
				<name><![CDATA[Gwynzer]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2316</uri>
			</author>
			<updated>2008-09-22T18:13:52Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115867#p115867</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115865#p115865" />
			<content type="html"><![CDATA[<p>You could simply colour-code the different sections of the base, ie. add a different hue over each section. Ion control red, transport hangar green, T-47 hangar blue, control centre gold, etc. Then add signs with these colours throughout the base.</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-22T17:10:30Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115865#p115865</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115857#p115857" />
			<content type="html"><![CDATA[<p>I must echo an earlier sentiment before I forget it, SIGNS.&nbsp; We must add signs with arrows to direct people around the base better.&nbsp; Even if the signs are written in galactic basic (to keep it lore accurate), they will still help.&nbsp; We can add symbols, we can color code, there are tons of things we can do here.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| RedMonkey999]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=58</uri>
			</author>
			<updated>2008-09-22T16:29:41Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115857#p115857</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115854#p115854" />
			<content type="html"><![CDATA[<p>Me and Twigs held our own with our squad the other day with good teamwork, it wasnt til people didnt listen and we lost our only spawn point did we get surrounded. I agree, good teamwork will allow you to advance, shield hopping anyone?</p>]]></content>
			<author>
				<name><![CDATA[FSDev| BLITZ]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=65</uri>
			</author>
			<updated>2008-09-22T16:13:17Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115854#p115854</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115849#p115849" />
			<content type="html"><![CDATA[<p>Yeah leave the kits as they are. Something I like about the mod is that the items of different classes replenish themselves. For example if the enemy has a shielded E-Web you just have to throw smoke grenades so that the medics and heavy weapons can advance and throw their sonic and EMP (very useful against E-Webs btw) grenades. At the moment the corridors are very empty. But when there is some cover, it won&#039;t be that hard to advance. You just need some teamwork <img src="https://forums.fsmod.com/img/smilies/smile.png" width="15" height="15" alt="smile" /></p>]]></content>
			<author>
				<name><![CDATA[OldBoy]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1238</uri>
			</author>
			<updated>2008-09-22T15:44:16Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115849#p115849</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115833#p115833" />
			<content type="html"><![CDATA[<p>Good feedback keep it coming guys.</p><p>I have to say I&#039;m with you <strong>Twigs</strong> on that point. I am tired of hearing people saying we should nerf the weapons loadout because this particular part of the battle happens in close confined locations. Remember there is still a little part of the battle that occurs out on the snow plains outside <img src="https://forums.fsmod.com/img/smilies/wink.png" width="15" height="15" alt="wink" />. Grenades and shields and all the other toys you want to get rid of are essential to this sort of combat scenario. You need to throw grenades in to clear rooms, you need to put up shields to create effective firebases etc. If you didn&#039;t have these elements which help to make the battle more tactical things would get boring pretty fast as you&#039;d just spawn, run into fire and die, rinse and repeat. At least with these pieces of kit you can throw up shields to cover your advance, throw those grenades out there to clear out an enemy position, and deploy a mounted Heavy Repeater to cover your team&#039;s advance, making the combat much more sophisticated and interesting.</p><p>No weapon in <strong>First Strike</strong> is too powerful, things are for the most part pretty well balanced. So the enemy has thrown up a load of shields blocking the end of the corridor? Well lob a load of biotic grenades in there and see them run. The enemy has the corridor covered with an E-Web emplacement? Well throw a load of smoke grenades out there and advance under cover. There are solutions to all tactical problems in this game, and this is no less the case just because the battles are happening in corridors, rooms and hangers.</p><p>I say a big <strong><em> &#039;NO&#039;</em></strong> to altering the kit layouts for this map, leave them as they are because all the kit items still have their uses.</p>]]></content>
			<author>
				<name><![CDATA[FSDev| TALON]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=536</uri>
			</author>
			<updated>2008-09-22T12:14:01Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115833#p115833</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115832#p115832" />
			<content type="html"><![CDATA[<p>On a couple of occasions lat night I got lost...all corridors seemed the same....</p><p>all weapons seem ok..teamwork though is essential in the corridors...as leader i placed a few e-webs and was dismayed that none of my squad would place a shield over it so we were beaten back quite easily...so gameplay was intense and fun...if this is gonna be a push..then most of the round would be played in the main corridor...unless there was a second attack route (haven&#039;t been around the whole map yet so may have missed something</p><p>Taff</p>]]></content>
			<author>
				<name><![CDATA[TaffyTuck]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2484</uri>
			</author>
			<updated>2008-09-22T10:46:51Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115832#p115832</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115831#p115831" />
			<content type="html"><![CDATA[<div class="quotebox"><cite>FSDev| TALON wrote:</cite><blockquote><p><strong>1)</strong> How is the layout? Is the base too big? Too small? Too complex or confusing? Enough different specific locations etc?</p><p><strong>2)</strong> Are the corridors and rooms and hangers fun to battle in? Are the small corridors too tight? Or just right? Are they conducive to fun combat scenarios? (remember there will be more cover in the form of crates and various other statics than we have in there now)</p><p><strong>3)</strong> Perform organised defence and assault scenarios on the base&#039;s key locations (<strong>Hanger 7, Ion Control, Command Centre</strong> &amp; the <strong>Transport Hanger</strong>) with varying numbers of players. Are these areas too easy/too hard to defend/attack? Do you like the layout of these key locations in how they relate to the defence and attack of these locations?</p><p><strong>4)</strong> Perform the same sort of scenarios on the secondary features such as the various corridors and rooms such as the<strong> Medical Centre</strong>, <strong>Briefing Room</strong> &amp; E<strong>mergency Exit corridor</strong> amongst others and provide feedback on how they play in combat.</p></blockquote></div><p>1) Size of the base seems quite good, spacious yet condusive to decent firefights. Lots of area&#039;s of interest, I like the differance in CP layouts, some are out in the open with others in tight confines or medium sized rooms. </p><p>2) See above <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> I loved the corridor fights, could so quickly go one way or another and many times we would push forward only to find ourselves being beaten back as numbers dwindled. Really helps direct firefights to give a sense of purpose as each kit finds a use. Teamwork really will be key here, particularly when it comes to laying down shields, ammo crates and spawn beacons. As for the fun factor, hell yeah!</p><p>3) Main areas i found myself were the two hangars or ion control/corridor.&nbsp; Both hangars I like, its&nbsp; pain in the pie trying to defend two approaches and co-ordination and communication are again key. Ion control is awesome. Love fighting in that corridor, great to see a concentation of forces focused in one direction so that you can sneak and surprise them after a while. </p><p>4) Again, only focused on the area&#039;s above, other than sweeping minor side rooms VERY occasionally. Sure, it can seem complex navigating round, I think improving mini map will help here a it just doesn&#039;t zoom in enough right now. I can see where some people may get frustrated if they dont have experience of it. </p><p>Do NOT limit nades or mines. If everyone is going these kits then sure we have a problem, but if everyone is going these kits they need kicked <img src="https://forums.fsmod.com/img/smilies/tongue.png" width="15" height="15" alt="tongue" /> You get 2 nades per kit (except support, those are detpacks not nades, they dont throw far. Curses on those that kept dropping them in their own squad thinking they were throwing a nade out.), thats not a lot and requires judicious use to get full advantage. The only nades that are more effective are medic ones as they have wider damage area and can at least affect through a shield. </p><p>Nades can&#039;t be restocked, and on a full server (ie 64) chances are your going to be fighting off more than one advance and from more than one lcoation. The only reason they proved so devastating (at times) int esting is because WE directed where the action would take place. More effective were ewebs, lets take those out too.</p>]]></content>
			<author>
				<name><![CDATA[Twigs]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=1382</uri>
			</author>
			<updated>2008-09-22T10:33:44Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115831#p115831</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115830#p115830" />
			<content type="html"><![CDATA[<p>Another thing is that I saw a lot of grenades flying back and forth in the hallways, so might it be an idea to reduce the Trooper&#039;s number of grenades and perhaps the Support player&#039;s number of mines to 1 (mines could be removed altogether for this map, come to think of it)?</p>]]></content>
			<author>
				<name><![CDATA[Safe-Keeper]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=392</uri>
			</author>
			<updated>2008-09-22T10:00:00Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115830#p115830</id>
		</entry>
		<entry>
			<title type="html"><![CDATA[Re: Hoth feedback and discussion.]]></title>
			<link rel="alternate" href="https://forums.fsmod.com/viewtopic.php?pid=115829#p115829" />
			<content type="html"><![CDATA[<p>1.i&#039;d say the layout is about right.But it is a bit confusing,maybe have signs in the corridors to different points?<br />2.Corridors were def lots of fun and im sure will be even better when there is more cover<br />3.i didnt really fight much anywhere apart from leading up to Ion Control so cant comment on other CP&#039;s<br />4.Again didnt really stay in these areas<br />One thing i would like to see dont know if its possible to?is to be able to zoom in more on the mini map because the cp&#039;s are so close together it makes it even more confusing if u cant properly see your way on the mini map</p>]]></content>
			<author>
				<name><![CDATA[UKWF-Johnlocke666]]></name>
				<uri>https://forums.fsmod.com/profile.php?id=2242</uri>
			</author>
			<updated>2008-09-22T09:23:33Z</updated>
			<id>https://forums.fsmod.com/viewtopic.php?pid=115829#p115829</id>
		</entry>
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