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Returning intel.

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Re: Returning intel.

Postby Funk » Sat Feb 25, 2012 4:47 pm

only if it can only be moved back so far, maybe it has to be one square on the map closer to the other side every time it get recapd.
but only if it was moved a set number of blocks.
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Re: Returning intel.

Postby KevinLancaster » Sat Feb 25, 2012 4:54 pm

I think that the game would probably end before the spawn gets anywhere useful if it only moves one square per cap.
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Re: Returning intel.

Postby Tigershield » Sat Feb 25, 2012 5:33 pm

What about the idea I posted. on the first page.

Like, let's you capture intel,you get one tent. That tent gives ammo/health. It's no spawnpoint,and it's no capture point.for the next intel run. To capture intel you need to go to your first tent.

And I dont like the idea of capturing Intel and you get mortar option.mortars should be ''emplacements'' so you can build a fort around it.Mortars need to be persistent object. If enemy captures your Mortar emplacement,whit the build fort around it, you are in a disadventage.

Sorry for bad English.
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Re: Returning intel.

Postby PXYC » Sat Feb 25, 2012 7:46 pm

I think Tigershield's suggestion is great, placing a tent would be pretty cool. Just as long as you can't place it in the enemies base unless they are able to destroy it (with spade?).
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Re: Returning intel.

Postby Tigershield » Sat Feb 25, 2012 8:29 pm

PXYC wrote:I think Tigershield's suggestion is great, placing a tent would be pretty cool. Just as long as you can't place it in the enemies base unless they are able to destroy it (with spade?).



And what if you can make squads in the vanilla version.

For example

you team has captured intel. So now you have 1 extra tent, to get ammo/health. If there is going to be a decent squad system,you can only spawn at the squad leader. And you can only spawn at the squad leader, If the squad leader is near a tent.

i think something like that will work.
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Re: Returning intel.

Postby Tai » Sun Feb 26, 2012 4:34 am

Gorman wrote:Well I prefer no returns, it is quite hard to cap intel already, and adding this will basically mean that only a completely dominant team will have a chance. I prefer having to struggle every inch to drag that intel across the map.


Agreed. Besides, unless it's an instantaneous return to it's original spawn point, you just know that there will be some jerk who carries it off to the enemy base because "He thinks the backpack looks cool".
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Re: Returning intel.

Postby knifeymoloko » Wed Feb 29, 2012 9:30 pm

I'm a big fan of the pitched battles that happen over the intel when it gets dropped somewhere. You have a team trying to defend their intel and one trying to recapture, GOD, it makes for some exciting little skirmishes, especially when squad spawn is in effect.

My idea regarding this would be to reward the team that can successfully defend their intel for a certain amount of time, with the intel being returned behind their lines if they are successful. Every time an opposing team members successfully picked up the intel the time would be reset.
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Re: Returning intel.

Postby matpow2 » Thu Mar 01, 2012 12:45 am

Like SLoW mentioned, there's already a "flagreturn" script in pyspades that allows you to enable this feature (patches for variations welcome).

Personally, I like not having flag returns better because you can progressively get the flag out of the enemy's territory.
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Re: Returning intel.

Postby knifeymoloko » Thu Mar 01, 2012 10:18 pm

matpow2 wrote:Like SLoW mentioned, there's already a "flagreturn" script in pyspades that allows you to enable this feature (patches for variations welcome).

Personally, I like not having flag returns better because you can progressively get the flag out of the enemy's territory.


Nice! missed the post by slow earlier in the thread. Going to set this up on my server and start playing around with it
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