Re: Rebel Alliance Strategy Announcement.

Never seen a real death bubble in any popular mods. and as I said the death bubble is a last resort, on  EFH its the only way to actually fix the camping problem. It works especially well on EFH because once people understand the main objective its hardly ever you see anyone even going underneath the ISD.

On EST this would not be the case and defending from the tree village has been so developed now that leaving it as a CP AND having a death bubble is going to kill more people that the rebel team will. The only way to really keep imperials from trying to get on top of ewok tree village is to completely annihilate its strategic importance, which is overwhelming compared to the rest of the map, and totally untrue to lore as a combat area. The only acceptable fixes would be to remove the ewok tree village CP, or increase the spawn radius and lower it, so it covers both ground and the platforms.


But really the map layout should be redone anyways, and I won't be totally happy until it is. big_smile

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23 (edited by TY2D2 2008-06-14 06:54:08)

Re: Rebel Alliance Strategy Announcement.

This is how I would set up Endor, which is 100% more accurate to the movies than what we have.

http://i12.photobucket.com/albums/a202/ty2d2/Endor2.png

Brown: Hill/cliff/inclined

Green: Darker=thicker trees



1. Where we see Han and company overlook the Landing Pad, see the imperial outpost in the nightshot and see the shield projector in the distance. This view is impossible in the current Endor.

2. Lambda insertion, May not be exactly accurate in distance to certain other landmarks, but should be included on the top of a hill or cliff in some way because we see it landed on one in the movies, and the Rebel strike team hiked down.

3. Endor Bunker, for some reason in the current Endor the bunker is in such a place that requires the rebels to go through the entire Imperial complex to capture, this is not lore accurate, it should be somewhere to the side, where I have placed it may be more accurate, but it was possibly on the other side in between 8 and 5 in hte movie, though map size I think would restrict that from working out well and where I put it in this map is perfectly fine imo because it gives plenty of room for battling and such.

4. Scout camp rebels encountered.

5. Shield Projector Location.

6. Landing pad.

7. Imperial alternate outpost or jsut another scout camp. Not entirely necessary.

8. Imperial Outpost which was supposed to be the primary entrance to the power generators in the movies.

9. Ewok Tree Village location.

10. Waterfall, because waterfalls kickass. And water/streams would add a great ambient effect to an Endor map.



Now, the only things in this map that would be capturable would be 3, 4, 5, 6, 7 [option maybe a 64 player size thing] and 8.   2, would be Rebels insertion point, uncappable, and I feel the Ewok tree village (9) should be purely for ambiance, possible a good location for Rebels to place spawn beacons as a beach head, but not a place Imperials should ever go. Their focus should be their own assets and outposts like in the movies. Another option for 7 would be purely an alternate spawn for imperials, like an ATST and speederbikes as we have in Endor atm.  7 actually could be moved quite a ways down and provide the primary pathway to the landing pad and Imperial outpost. But I can't really say right now, lots of things to think about.  But really, in the end there should be 2 options for rebels on Endor, do as the movies say and attack the bunker and side step the Imperial complex, or take on the empire in a frontal assault and for through the complex, and possibly all the way to the shield projector. When/If the interior is implemented it would be an objective/pushmode map where Rebels can destroy the shield generators, or capture the Shield projector depending on how well the Imperials defend certain control points.



As such, they would look like this:

64 Player:
http://i12.photobucket.com/albums/a202/ … ndor64.png

32 Player:
http://i12.photobucket.com/albums/a202/ … ndor32.png

16 Player:
http://i12.photobucket.com/albums/a202/ … ndor16.png





Then I would be happy :]

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Andrew Rilstone

24 (edited by RabidJohn 2008-06-14 07:02:20)

Re: Rebel Alliance Strategy Announcement.

You can't call digging in and defending a strategic position on a Push mode map 'camping' - as a defending team, it's what you're supposed to do!

I appear to be in a minority in actually liking EST as it is. I'm not saying it can't be improved, but the Imperials have only 2 properly strategic lines of defence, the Tree Village and the Imperial Base, and you want to take 1 away?

I've only ever played 1 round as Imperial where we actually prevented the Rebels from taking the Tree Village. It was really hard work and fantastically intense (in fact, it was one of the most enjoyable rounds of any game I've ever had, and I posted about it in RT's forum at the time). It only takes 1 Rebel to get up there and the flag turns in seconds, regardless of how many Imperials are in the radius.

At present, the Rebels can go straight from the Village to the Base and bypass the CP in between, leaving it for later. It's a winning strategy for the Rebels, especially if the Imperials are daft enough to push forward and leave the Base undefended. I've only ever won 1 round as Imperial after we lost the Base, but as a Rebel I nearly always win if the team manages to take the Base...

If you're going to change things so the Imperials can't actually enter the Village, then I think you should change the assault lines so that all the CPs have to be taken in sequence with no bypassing or branching and with the Bunker last.

Another, possibly more lore-accurate scenario would be to remove the Imperial Base's status as a cappable CP and have it instead as a death-bubble-protected, satellite spawn point associated with the Bunker, and put the Bunker CP actually inside the Bunker itself. After all, Han Solo's Strike Team's objective is the Bunker and, while they know where the Base is, they are supposed to be unaware of the entire legion of the Emperor's finest waiting for them!

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Re: Rebel Alliance Strategy Announcement.

I'm 100% in favor of a death bubble on the Outpost roof... in the Ewok village, less so. Maybe if it was very clearly marked in the minimap, but even then it'd kill a lot of people. And I just don't know how popular it'd be, either. So I'll remain undecided on this one.

Never seen a real death bubble in any popular mods.

Forgotten Hope. Project Reality.

As for making the Imperial Outpost an uncap, it's an idea I've been playing with, too, mostly because it'd be movie-accurate. I'm less worried about balance, though. All we need to do to make Imperial Outpost fun to fight over again is to make the roof a death bubble so that griefers can't set up camps up there. IO battles were great fun before people figured out they could do this.

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Re: Rebel Alliance Strategy Announcement.

Safe-Keeper wrote:

Never seen a real death bubble in any popular mods.

Forgotten Hope. Project Reality.

No, they are not death bubbles, they are out of bounds areas. Which kill you after a set amount of time. Not just start killing you when you enter, completely different.

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Re: Rebel Alliance Strategy Announcement.

RabidJohn wrote:

I appear to be in a minority in actually liking EST as it is. I'm not saying it can't be improved, but the Imperials have only 2 properly strategic lines of defence, the Tree Village and the Imperial Base, and you want to take 1 away?

Umm it's totally untrue to the movies, this mod is about lore accuracy and it utterly fails on Endor.

RabidJohn wrote:

I've only ever played 1 round as Imperial where we actually prevented the Rebels from taking the Tree Village. It was really hard work and fantastically intense (in fact, it was one of the most enjoyable rounds of any game I've ever had, and I posted about it in RT's forum at the time). It only takes 1 Rebel to get up there and the flag turns in seconds, regardless of how many Imperials are in the radius.

yea, not exaclty fun for the rebels, I have been in both positions as well, as Imperials its always fun slaughtering rebels as the filter through the woods, but as rebels its not exactly fun getting sniped over and over and then finally getting there only to be faced with a wall of prox mines. Its total crap.

RabidJohn wrote:

At present, the Rebels can go straight from the Village to the Base and bypass the CP in between, leaving it for later. It's a winning strategy for the Rebels, especially if the Imperials are daft enough to push forward and leave the Base undefended. I've only ever won 1 round as Imperial after we lost the Base, but as a Rebel I nearly always win if the team manages to take the Base...

k?

RabidJohn wrote:

If you're going to change things so the Imperials can't actually enter the Village, then I think you should change the assault lines so that all the CPs have to be taken in sequence with no bypassing or branching and with the Bunker last.

Bunker being last doesn't make sense if the landing pad and outpost are included, not accurate to the movies, rebels didn't have to capture an Imperial complex to get to bunker, they snuck around, you know, like rebels. EST was hardly intended to be a frontal fighting force against an Imperial legion. Giving Rebels 2 options would make the map infinitely better in terms of replay-ability. And I wouldn't make it so Imperials CAN'T enter the village, I would much rather just make it unnecessary to win as it is in 90% of the cases in the current version.

RabidJohn wrote:

Another, possibly more lore-accurate scenario would be to remove the Imperial Base's status as a cappable CP and have it instead as a death-bubble-protected, satellite spawn point associated with the Bunker, and put the Bunker CP actually inside the Bunker itself. After all, Han Solo's Strike Team's objective is the Bunker and, while they know where the Base is, they are supposed to be unaware of the entire legion of the Emperor's finest waiting for them!

A good compromise for the current map, but the geography of the current map is still completely wrong.

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Andrew Rilstone

Re: Rebel Alliance Strategy Announcement.

TY2D2 wrote:

A good compromise for the current map...

I think we posted more or less together, so I hadn't seen your ideas for a whole new map. I know nothing about this really, but making alterations to the current map would be easier, wouldn't it?

I'm all for lore accuracy. Whether it's a new map or alterations to this one, lore demands that the Rebel shouldn't encounter Imperials in the Ewok Village, and the Imperials shouldn't encounter Rebels in the Imperial Base.

That said, I still enjoy playing either team on EST just as it is...

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