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  #1  
Old 01-16-2011, 09:55 AM
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Default Search and Destroy Mod.

For competition play how dificult would it be To create a Search and Destroy Mod.

Alpha and Bravo Objective, Plant 10 secs, 1 Min countdown, 10 Sec defuse.


Is any one already thinking about this?
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  #2  
Old 01-16-2011, 05:34 PM
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yes, It would be awesome, 3 - 4 minutes rounds, smaller maps. it would be great for e-sports. almost all big esport games has a form of Search And Destroy. really good for competition and more importen its very fun and really tactical game play.

Last edited by slash; 01-16-2011 at 06:11 PM.
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  #3  
Old 01-16-2011, 07:28 PM
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yea this format is best for clan play. i wouldnt mind longer round considering the RO style of play say 6-10 min.


ill have to crack out the UDK . . .
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Old 01-16-2011, 07:49 PM
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think 6 - 10 min will be to long, it will be to slow, people will get the time just camping out. not going for the objective.
you have to wait a very long time if you die earlie.
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  #5  
Old 01-16-2011, 08:34 PM
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Are you guys talking about one-life game-play? If so, you don't think the countdown mode will be good enough?
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  #6  
Old 01-16-2011, 09:26 PM
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Yes, we're taling about one-life game-play. No, search and destroy will be different and faster. maybe countdown will be better for public gaming, but S&D will be awesome as esport/clan wars etc.

20 rounds for each map,
10 rounds for each side, 10 on Axis 10 on allied side.
most rounds won, wins the map/game

Last edited by slash; 01-16-2011 at 10:18 PM.
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  #7  
Old 01-16-2011, 10:03 PM
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If a team has to plant a bomb then 'Camping' wont get them too far in a match.



Snuffeld I am talking about a 1 Life per round game type.

Nothing lends itself quite as well to clan matches as a team defending 2 objectives and the attackers formulating a sucessful Assault strategy.
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  #8  
Old 01-17-2011, 03:03 AM
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You could do it as a mutator. Add a custom modified satchel charge and PlayerController class to allow for lengthy arm times and a disarm ability. Then make a map using Countdown as the gametype, but set two destructible objectives instead of cappable ones, with the victory condition being one or the other.

While I'm definitely oversimplifying things, a basic mutator could be put together in a day by someone with a bit of UnrealScript experience. That someone will not be me however, I loathe this gametype with a passion and consider it to be the opposite of everything that RO is supposed to be.
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  #9  
Old 01-17-2011, 06:49 AM
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The thing with capping and objective is it doesnt lend well to competition. Great for public play with fuill servers, but im talking smaller maps teams of 10v10.

Im not entirely sure how the capping objective works. But if you have more players in an area than enemy to cap, this wouldnt work in matches, as you could lose while having minor cassualties. If you have to eliminate all enemy from an area to cap, this also wouldnt work as last man could just hide. Where as objective that had to be destroyed, gives a physical atacking focus. Oposing team doesnt have to be eliminated to plant just supressed.


But ill see how the Capping works in game first
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Old 01-17-2011, 07:37 AM
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But the team with less people inside would need to search for the enemy and destroy it =). I bet countdown will work really well, if not initially then eventually.

Would be fun to see how a S&D would work out though, I'm not sure how that would be that much more to loathe than the countdown mode :P.
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Old 01-17-2011, 07:52 AM
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I guess the proof will be in the pudding
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Old 01-17-2011, 10:42 AM
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you dont have to search for the other team, just plant or defuse, depends on what side ur are. if the other team show themself, kill em otherwise let the bomb blow

Last edited by slash; 01-17-2011 at 10:51 AM.
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  #13  
Old 01-17-2011, 11:15 AM
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Sounds like S&D needs to change name to PoD (plant or defuse) then ^^.

I just feel like countdown would feel more dynamic and alive and thus allow for a wider range of tactical game-play than S&D. S&D sounds like a game mode that is more focused on just pure shooting skills. I'm not sure that is the way for RO2 competition to grow big, to take after something that is specially designed for other games.
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Old 01-17-2011, 11:16 AM
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Snuffeldjuret please stop post!
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Old 01-17-2011, 11:20 AM
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Snuffeldjuret have you ever played a game of Search and destroy? wider range of tactical game-play what u on about? s&d is all about tactical game play aswell.

Last edited by slash; 01-18-2011 at 06:41 AM.
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  #16  
Old 01-17-2011, 11:25 AM
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S&D sounds to me like classic de_ maps, and those I've played my fair share of ^^. I could say the same to you. If you havent played a game of countdown then you be quiet .

Countdown is also all about tactical game-play. The question is which one contains a higher quantity and quality of it, not just percentage...

If you start a discussion on a forum about something, you would have to expect people to talk about things related to that :P.
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Old 01-17-2011, 11:29 AM
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i never said anything about countdown should be less tactical, just that s&d would be good for clan games, cus its fast and highly tactical, all huge mp games has it. it would be sad if the online gaming is gona be so dead as it is in hos than it is in roost. i guess countdown will be awesome as public gaming, no doubt about it and ofc for clan gaming

Last edited by slash; 01-17-2011 at 11:34 AM.
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  #18  
Old 01-17-2011, 11:58 AM
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And I just said that I bet countdown would be just as well suited (for same reasons as you listed) for competitive play =).
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  #19  
Old 01-17-2011, 05:18 PM
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Quote:
yea this format is best for clan play.
Not in RO..its just..NOT.

Quote:
I loathe this gametype with a passion and consider it to be the opposite of everything that RO is supposed to be.
agreed...totaly

ok..maybeh i whould try for diversitys sake but tbh..nah..its the road down to..the drain. ( speaking in RO terms ofc ) And besides ...we have allready maps that implent that type of gameplay somehow...thinking of rakovice in RO:OST where oyu have to plant satchels on certain objectives in order to move on ( well you could cap certain objectives in certain order and you could skip that part but thats a tactical decission )

Quote:
Snuffeld I am talking about a 1 Life per round game type.
Something like that is implented in the coop mode

All this talk reminds me of this unfaithfull server that had cod sound and TDM mode in RO:OST...thank god it died so fast.
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Last edited by BlackLabel; 01-17-2011 at 05:20 PM.
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  #20  
Old 01-17-2011, 06:11 PM
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Dont start an argument slash.

I have read every piece of info on this game, i under stand how the game modes will be.

My point is The Technicalities of clan wars suit a stricter Plant and defuse style game type (not tdm, not ctf, not cap objectives) This allows you to formulate set attack and defend strategies.

"S&D sounds like a game mode that is more focused on just pure shooting skills" Snuffled

- free roaming game types relly more on 'pure shooting skill'. A very organised SnD team will easily beat an unorganised Team of exceptional shots.


Its all about the tactics for me
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