How hard would it be to...

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How hard would it be to...

Postby strassa » Wed Jul 30, 2008 10:48 pm

Reverse the bases/sides on foy. Have the American bases where the German ones are and the German bases where the American ones are?
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Postby dirtySecret » Wed Jul 30, 2008 10:50 pm

Wouldn't you just have to switch where the allies and axis spawn?
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Postby strassa » Wed Jul 30, 2008 10:53 pm

dirtySecret wrote:Wouldn't you just have to switch where the allies and axis spawn?


No, because you'd be spawning next to the opposing teams bases. You'd have to switch the tanks, jeeps, spawns, etc. Just reverse the sides.
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Postby ...Veritas... » Wed Jul 30, 2008 10:55 pm

May I ask why you suggest this?
:confused:
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Postby razor » Wed Jul 30, 2008 10:56 pm

...Veritas... wrote:May I ask why you suggest this?
:confused:


id say just to have a change in the map. :shrug:
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Postby Mancini » Thu Jul 31, 2008 5:14 am

...Veritas... wrote:May I ask why you suggest this?
:confused:



He would like to attack in a different direction since he always plays german. :disturbed:
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Postby Bielab » Thu Jul 31, 2008 10:37 am

How about everyone spawns in the middle of town, that would be pure pandemonium, lol.
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Postby strassa » Thu Jul 31, 2008 11:33 am

...Veritas... wrote:May I ask why you suggest this?
:confused:


Why not, think it would be very interesting to say the least. I don't know what is involved in making it happen, but thought it may be easier than changing the actually layout of the map. I'm not saying get rid of the current ax foy, just create a new one that reverses sides.

Mancini wrote:He would like to attack in a different direction since he always plays german. :disturbed:


Actually, I don't always play german.
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Postby razor » Thu Jul 31, 2008 2:01 pm

maybe it could be switched in the new ax_foy when it comes out.....
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Postby ...Veritas... » Thu Jul 31, 2008 11:08 pm

Bielab wrote:How about everyone spawns in the middle of town, that would be pure pandemonium, lol.


:biglaugh:
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Re: How hard would it be to...

Postby GER-Iceman » Sat Aug 02, 2008 7:26 am

strassa wrote:Reverse the bases/sides on foy. Have the American bases where the German ones are and the German bases where the American ones are?


I always liked ideas like this so I also thought in the past it could be nice to switch the sides for the second round.

Another thing I was playing around with, was to have the same map as kind of a "Counter-Attack" map. For example, think about Foy. 1st battle on AX-Foy passed. Evening, the town is heavily bombed and huge parts are destroyed, the sun goes down and German reinforcements reach the battlefield near the "old allied side" and start to attack the rear flank of the Allies with Tigers.
:mancini:

Also nice would be a battle-controlled map rotation. E.g.: You need a few maps for a kind of a campaign. Let's take 3 for an Russian summer campaign: KURSK - PONYRI - KHARKOW. Campaign starts on KURSK. When Axis wins, the Russian campaign failed and another campaign will be loaded. When Allies win the map would be rotated to Ponyri instead of the classic second round on Kursk. When Allies win again the map rotates from Kursk to Karkow for the campaign final. If Axis wins, map rotates back to Kursk and so on. This way you would have an additional target for BAS. You don't need to win a round, you need to win the full campaign to be successful (or to block the campaign when you're German). Could also nicely works with switching sides for the counterattacks. With 5 maps for a campaign you could start on the map in the middle and go to both sides.
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Postby |ax| Mike Jones » Sat Aug 02, 2008 10:40 am

I like that idea about the BAS campaign.
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Postby Stevo » Sat Aug 02, 2008 11:40 am

That does sound cool Ice!
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Postby Pvt. Ryan's brothers » Sun Aug 03, 2008 11:33 am

I used to have an idea like that a long time ago Ice, but mine was too fantasy-ish. I wonder if it's possible to put AI in the backrounds of most maps, To give a more realistic environment.
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Postby MajorFullWood » Sun Aug 03, 2008 11:56 am

Civilian NPC's would be cool. You'd lose points for shooting them.
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Postby Capt. Freed » Sun Aug 03, 2008 12:50 pm

While I think a lot of these ideas and thoughts are neat, and some of them even compelling, remember you ARE talking about a four year old game, with an even slightly older engine. It can only do so much.
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Postby Moose Man » Sun Aug 03, 2008 2:01 pm

everything ice said.

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Postby Cornrow Wallace » Sun Aug 03, 2008 2:21 pm

Capt. Freed wrote:...remember you ARE talking about a four year old game, with an even slightly older engine. It can only do so much.


Exactly. I can think of a thousand things I'd like to do with UO, but it does have low limits that we've just about reached. Also take into consideration the amount of gamestate things would take in comparison to how much it would affect actual gameplay. A new halftrack, for example. Cool vehicle to have, but it's gamestate usage doesn't nearly make up for it's necessity in the game. At this point in the game, it's really a matter of fine tuning what we have instead of trying to reinvent it. We can go crazy with mods/maps when CoD 5 is released.

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Postby MajorFullWood » Sun Aug 03, 2008 11:37 pm

I'd crash UO in .01 sec with my ideas. :D
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Postby Pvt. Ryan's brothers » Sun Aug 03, 2008 11:43 pm

PrivateFullwood wrote:I'd crash UO in .01 sec with my ideas. :D


I'm in the same boat :D
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Postby Maarek Stele » Mon Aug 04, 2008 9:59 am

I think the heavy barn on the AMerican spawn should be where the 3 base spawn is next to the 88. The Germans spawn in their heavy, why can't the American's spawn in theirs? Leave the other heavy barn empty or make it smaller.

I like the map rotation based on victory. BUT you can do that manually. Instead of just "CAll Vote", there's now an option to "Change Map" and choose any map from the list.
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Postby Citykid » Mon Aug 04, 2008 1:01 pm

...Veritas... wrote:
Mancini wrote:He would like to attack in a different direction since he always plays german. :disturbed:


Actually, I don't always play german.


:laugh2:
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