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Posts: 1 to 7 of 24
- From: Grong, Norway
- Registered: 2006-07-25
- Posts: 5,192
Topic: Idea for rather drastic Mos Espa change
OK, so Mos Espa is currently by far my favorite map. Not the least because of the incredible street layout - it's extremely fun to drive around those streets, finding and using shortcuts like a routined taxi driver in an old city. The street combat is awesome, too - several times has a battle turned from defending control Point A to pushing the enemy out of Street A. I have a rather neat Battlerecorder file to share of such a case for whoever wants it. Either way, I feel this map has untapped potential, and I want to do something about it. So what I propose is to make only the Imperial Landing Zone control points and the northernmost Rebel control point actual spawn points, and have every other control point can function as before, subject to capture and control by either side, but not usable as insertion points. To compensate for the Imperial lack of transportation, they get either Combat Speeders or whatever Imperial counterpart the Imperials might have - I honestly don't know what the devs have up their sleeves. That, or the AT-ST could maybe get one or two passenger seats (maybe you could have position 3 or 4 be riding shotgun on the top of the vehicle). Perhaps a speeder bike or two would have to be sacrificed for balance purposes. Then, to ensure that the Rebels get a chance at defending the southernmost control points, maybe there could be some special spawn beacons placed near them in the beginning of the round, usable by everyone but gone after a set period of time or when the enemy destroy them, whichever happens first. This would mean more street combat, more street driving, more ambushes, and less predictable battles overall as spawning and getting to the scene of the battle becomes more dependent on spawn beacons, which can be placed anywhere, and speeders and speeder bikes, which both move swiftly and can attack from any direction, roads permitting. I picture myself starting a taxi-driving service, picking up soldiers, delivering them at breakneck speed to where they are needed, for then to rush back to the Commercial District for another batch of troops.
"One of the bitches actually gave birth while she was attacking, and her puppies joined in on the carnage." --the awesomeness that is Boatmurdered.
- From: Waterford, Ireland :)
- Registered: 2007-07-18
- Posts: 2,064
Re: Idea for rather drastic Mos Espa change
Im not so sure this would work. It is highly dependent on having an organised and teamplay orientated bunch playing. How many times have you gotten a lift from sombody who just brings you to the middle of nowhere where neither of you are usefull.
First strike, playing from day one: SirKillsalot30
Resident Metal Gear Solid fan
- Registered: 2007-10-01
- Posts: 207
Re: Idea for rather drastic Mos Espa change
I was thinking about this too actually. If you've ever played the new Insurgency Mod for Half Life 2 you can see how much spawning away from out posts can change tactics. Still... I think alot of people would complain because they already complain about having to walk a long distance just to get shot and killed forcing them to re walk that long distance again [of course this is their own ineptitude but they still whine].
- From: texas
- Registered: 2007-09-24
- Posts: 256
Re: Idea for rather drastic Mos Espa change
on top of the wall blocking the imps from the 1st cp there could be an eweb for anyone to use that could be very affective against AT-STs
MI CASA NO ES TÚ CASA 

- TY2D2
- First Strike Team Member
- Offline
- From: California
- Registered: 2006-07-24
- Posts: 4,574
Re: Idea for rather drastic Mos Espa change
I like this idea, I suggested it a long time ago before mos espa was even finished but it was turned down Safe has been thinking about PR I bet  I would love this type of game play, and your argument of requiring a team full of teamplayers, well, why SHOULDN'T we expect that? I really thinks its just as fair to let the more organized team win, since firs tof all its a game, second of all their is no benefit to winning, lastly, in real battles the more organized army usually wins  Then again, I would also like to see spawn times increased to say 25 seconds, because I have proof it maks people play more tactically, but thats probably never going to happen either (My Proof: In COD4, a totally ARCADE game if you ask me, on the cheesy mode with full HUD and all that, a player will be all running and gunning spamming nades and everything, however if you have ever played COD4 on sabotage mode during sudden death you will immediately notice that the entire battle changes from nade spam and run-n-gun to a WAY more tactically based gameplay, even moreso than a normal game of "Hardcore" players peek around corners check their backs, work as a team, all taht stuff a real team of soldiers would do, because they no they arent going to get back to the fight right away when they die. Anyways... why am I talking about this... Oh, yea because its one of my dreams, which ties in with SafeKeepers ideas, one of my dreams as well... but oh well this makes me sad.... )
"Munchkin: One who, on being told that this is a game about politics and intrigue in 17th century Italy, asks to play a ninja."— Andrew Rilstone
- Registered: 2007-09-30
- Posts: 1,058
Re: Idea for rather drastic Mos Espa change
25 seconds is to long with the current spawns. you can spawn and die in seconds. but if you always spawned in a safe place then it might be better.. but i still dont like it. not when there are so few people playing
 Occupation: Hacker on steroids INGAME NAME: btcc
- From: Waterford, Ireland :)
- Registered: 2007-07-18
- Posts: 2,064
Re: Idea for rather drastic Mos Espa change
TY2D2 wrote:I like this idea, I suggested it a long time ago before mos espa was even finished but it was turned down Safe has been thinking about PR I bet  I would love this type of game play, and your argument of requiring a team full of teamplayers, well, why SHOULDN'T we expect that? I really thinks its just as fair to let the more organized team win, since firs tof all its a game, second of all their is no benefit to winning, lastly, in real battles the more organized army usually wins  Then again, I would also like to see spawn times increased to say 25 seconds, because I have proof it maks people play more tactically, but thats probably never going to happen either (My Proof: In COD4, a totally ARCADE game if you ask me, on the cheesy mode with full HUD and all that, a player will be all running and gunning spamming nades and everything, however if you have ever played COD4 on sabotage mode during sudden death you will immediately notice that the entire battle changes from nade spam and run-n-gun to a WAY more tactically based gameplay, even moreso than a normal game of "Hardcore" players peek around corners check their backs, work as a team, all taht stuff a real team of soldiers would do, because they no they arent going to get back to the fight right away when they die. Anyways... why am I talking about this... Oh, yea because its one of my dreams, which ties in with SafeKeepers ideas, one of my dreams as well... but oh well this makes me sad.... )
Counter Strike Source is a better example than cod4. 
First strike, playing from day one: SirKillsalot30
Resident Metal Gear Solid fan
Posts: 1 to 7 of 24
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