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Muster Point Madness http://www.runningwithrifles.com/phpBB3/viewtopic.php?f=6&t=1416 |
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Author: | Tankzer [ Tue Oct 08, 2013 8:05 am ] |
Post subject: | Muster Point Madness |
Yesterday evening (UK time) I had my first online PVP session, one person on the EU Finnish server so I went on for a battle! I was greys (my first time, great men to know when they're on your side) we put up a fight but the greens whopped us pretty bad, but the experience gained was worth it and I had a whole lot of fun! ![]() Being able to command squads of 10 men and watching some of the crazy antics they got up to was so hilarious at times I had to pause for a ![]() My suggestion is a Muster Point (or checkpoint?) a point that can be set on the map, the nearby AI soldiers will head for it and then wait for the command to disperse (Muster Point cancelled/removed) when used near an enemy held area a potential almighty firefight may follow! ![]() ![]() |
Author: | The Soldier [ Tue Oct 08, 2013 6:58 pm ] |
Post subject: | Re: Muster Point Madness |
I'd like Muster Points to get in. ![]() Perhaps the player can be notified of when a Muster Point is being set? In all the game modes, of course (Campaign, Quick Battle, and MP). |
Author: | pasik [ Tue Oct 08, 2013 7:45 pm ] |
Post subject: | Re: Muster Point Madness |
We've toyed with somewhat overlapping idea where you'd be able to influence the commander on his choice where to summon the troops and where to attack to. This would happen with a radio request, and would affect the existing markers on the map and screen edges which show the main attack target and primary approach direction so other players would get the info as well. It's not certain it'll make it to 1.0, and there are some obvious problems to it, e.g. what happens if players disagree where the AI should go to, as there can only be one attack setup at a time to avoid dividing the attack forces which are usually pretty scarce to start with. |
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