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 Post subject: Muster Point Madness
PostPosted: Tue Oct 08, 2013 8:05 am 
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Joined: Sat Oct 05, 2013 9:49 am
Posts: 5
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! :mrgreen:

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 :lol: needless to say it didn't help me win but did give me an idea, where groups of soldiers meet up madness and carnage follows..

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! :mrgreen: The Muster Point tactic could be engaged to disrupt the AI's behaviour by causing a distraction, meanwhile other soldiers attack from another direction.. an extra in-game option or just adding to the PVP fun in RWR! :?:

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 Post subject: Re: Muster Point Madness
PostPosted: Tue Oct 08, 2013 6:58 pm 
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Joined: Sat Oct 05, 2013 12:19 am
Posts: 635
I'd like Muster Points to get in. :) Gets very annoying when the AI especially is not able to stage a proper attack, they just send in units piecemeal, one at a time and they just get mown down.

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).


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 Post subject: Re: Muster Point Madness
PostPosted: Tue Oct 08, 2013 7:45 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
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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