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Intel ideas

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Intel ideas

Postby Saf85 » Tue Jan 10, 2012 8:01 pm

Basically the intel as it is does not make for fun games. It is not fun when you take intel after diggng for 10 minutes to stealthly enter an enemy base (which is being well defended by the way), only for them to be able to chase you down with intel bacuse you are given away by intel sign on map...

What needs to happen is whenever a player picks up the intel it is removed from the map as a marker and cannot be seen where the intel is untill the enemy is killed and it is dropped.

Also as mention in other threads the intel should be allowed to be dropped by the player carrying it, this would allow for lots of tactical game play combined with above idea. Imagine preparing an ambush with your squad, one of you then getting intel back to ambush location, drop the intel to lure the enemy in as they try and protect it from capture.

A intel return option is needed for both teams, so when an enemy dies after taking intel away from base, there needs to be some way to return the intel to your base.
It can be instant return if one of your team stands over intel.
It could be a capture bar like in the conquest game mode, you and your team have to stand over intel for x amount of time before it is returned (the more the faster it progresses), this would add tactical play since you and your team would have to defend intel and guy/s trying to re-capture intel to your base.
Last idea would be allow you and your team to pick up your own intel but you can only move at 50% normal speed while you try to return the intel to base. To stop your team moving intel around or trying to help enemy by taking itel to them etc, have it so that no one on your team can move intel when it is within 100 or so blocks of your main spawn/base.

Feel free to add more ideas and feedback to the above ones guys.
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Re: Intel ideas

Postby Gorman » Wed Jan 11, 2012 8:41 am

1) It is already too hard to run down an enemy who has the intel since you move at the same speed. Read the old thread about this (give it a search).


2) You say you get run down but then you say you want it to be resetable? I don't like the idea of this, I think it is good that a team has to defend the intel no matter where it s.
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Re: Intel ideas

Postby Diggy » Tue Mar 27, 2012 3:57 am

Gorman y u so smartsez?
I don't see why more people don't makes forts. even if not useful, they're a lot of fun
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Re: Intel ideas

Postby armandux1 » Tue Mar 27, 2012 2:25 pm

Diggy wrote:Gorman y u so smartsez?

Why u so necroey ? <_<
AoS is NOT Minecraft with guns !!!
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Re: Intel ideas

Postby kmaj » Tue Mar 27, 2012 4:33 pm

armandux1 wrote:
Diggy wrote:Gorman y u so smartsez?

Why u so necroey ? <_<

That's a level 100 Necromancer. Nearly three months.
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Re: Intel ideas

Postby demo123 » Tue Mar 27, 2012 4:37 pm

Necromancers rock.
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Re: Intel ideas

Postby kmaj » Tue Mar 27, 2012 4:39 pm

demo123 wrote:Necromancers rock.

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Re: Intel ideas

Postby demo123 » Tue Mar 27, 2012 4:59 pm

I will send this guy after you to make you say the oposite.
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Re: Intel ideas

Postby BrosephRadson » Tue Mar 27, 2012 7:14 pm

demo123 wrote:I will send this guy after you to make you say the oposite.
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Ranged attacks beat all!!
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Re: Intel ideas

Postby demo123 » Tue Mar 27, 2012 7:58 pm

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You cant escape the shadows.
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Re: Intel ideas

Postby armandux1 » Tue Mar 27, 2012 11:14 pm

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You dare question my necro powers ???
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Re: Intel ideas

Postby Articsledder » Wed Mar 28, 2012 1:58 am

wat is going on in this thread




anyways, it would be nice if the intel marker was less specific, maybe give just give coords or have it move once every 10 blocks.
aend tehn teh cahirs began to snip
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