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Showing results for tags 'conquest'.
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I know conquest isn't a very popular layer. It's quite different from AAS and takes a really coordinated team to do well. I think the problem stems from the current layers having too many flags. There are five flag layers but most teams only have four full and one short squad. That means one objective is usually always either left not attacked or undefended. I would love to see some three flag layers. Maps like gorodok and yehorivka are perfect for this in my opinion. Leave the mains essentially where they are for the current AAS layers like v1 on goro and replace all the flags with three large cap zones in the center. I'm talking like 500 meters in diameter or larger. The size of the zones alone will make for interesting combat while trying to control that much ground plus this would emphasize FOB usage and vehicle mobility much more than what we currently see with AAS. Having played Zagros I thought three flags worked perfectly. Granted that map was huge and needs air mobility to be more fun on the current maps we have I think a similar flag layout would be quite fun and a nice change of pace from what we have now. Simple for the new players with a plethora of viable tactics for the veterans.
Special Service Group - Server We are running a 80 slot server, located in Frankfurt - Germany We are a German tactical Squad. It is our intent to support and develop the Squad Community. All Veterans and newbies are welcome to have fun with tactical teamwork. If there is any issue, feel free to contact our Admins or post here. Rules Language German/English Don't hack, cheat or other unfair game play No bad language No Base rape No Excessive Team Killing No Sabotaging Your Team No Abusing Other Players No Spamming SERVER ETIQUETTE SL must have a Mic and use this SL may kick players from their squad SL should communicate with the other Leaders Join a Squad Fight hard but fair
"coming December 2010" Features Realistic portrayal of medieval combat Inumerable combinations of skill and proficiencies letting you specialiase in whatever you want or become a jack of all trades Persistent open world gamemode with playerdriven economy and base building Conquest gamemode akin to that of Squad Structure destruction, to an extent Mounted combat Catapults and siege towers Mod support(think overhauls like Project Reality or DayZ etc.) Various equipment, ranging from melee weapons like swords, daggers, axes, clubs and polearms to ranged weaponry like bows, crossbows, throwing axes and javelins Histrorical authenticity, to an extent Disclaimer: I am merely a fan, trying to promote the game here, because I think both Squad and Melee devs are trying to achieve the same goals. Fun, but strategic gameplay, a certain dose of realism and most of all trying to fulfil their dreams of becoming big game developers, both coming from a modding background. Therefore, don't ask me about details on game mechanics and such, because I am not making this game. Feel free to ask the Devs directly at the forums http://forum.melee.org/general/ or twitter https://twitter.com/meleegame
This has probably been ittirated In a certain form some where on the forum but I couldn't find it. Anyway a problem I have felt in PR is that flag capture in AAS was important but often ended up between two flags where bodies were kept being thrown with not much coordination with squads in a tactical aspect, so thought of this as a way to encourage stronger tactics. How it works: Advance and Conquer would give each team a large number of tickets (hopefully player abjusted). at the beginning each team would try to capture as many flags as they can without being able to enter an area of 2 flags away from their current objective to prevent flag rushing. Once they are a flag apart the ticket counter will start to drain from both sides at a rate which will that guarantee that both sides will lose all their tickets after an 1 1/2 or 2. And now the fun begins. Attack: Both teams will compete to capture the most flags (no even number of flags!) Once one team has the majority of the flags the amount of tickets each team loses shifts. The team with majority of the flags (conqueror) loses tickets at a slower or the same rate while the opposition loses tickets a bit faster. The rate would be added to the existing rate which would result in less time for them to drain the enemy (5-10 mins). This in turn would encourage capturing more flags to win faster. Defense: However there would be consequences for not defending. for every flag the conquered can get back, it gets 5-10 mins in tickets and the rate decreases, and if the conquered becomes the conqueror, the team who lost its flags will lose 5-10 mins. As you can see there it would become a real power struggle which makes the game more interesting and there is incentive to defend and also attack. Player Incentives: Because of the importance of both attack and defense there is a lot more tactical value to coordinating with other squads and developing a strategy to win the game faster. Squads would be rewarded score wise for both defense and offense. Since it's important to reward player actions in a way if you want to give them motivation, though specifics depend on whether the dev's will use a specific score system for game modes or a general one. I have many ideas but is up to them. Balancing: I became to tired of thinking so it's up to you[emoji12] But seriously I know there is probably a lot of balancing that should be done but I am one person. And this should be thought by a community. Not to mention individual scoring Overall it would give a new life to AAS while bringing the fun of Conquer with better gameplay Please make sure to leave opinions and suggestions.[emoji1]