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Old 03-17-2009   #111 (permalink)
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sigh....

I listed your gametype, as judiciously (unbiased) as I could. There they are, 2 choices.
To list your maps, AZN, they have to be FH posted.

1000th post!!

Last edited by Predicide; 03-17-2009 at 11:15 AM.
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Old 03-17-2009   #112 (permalink)
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Huh. Sounds like V3 is better.






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Old 03-17-2009   #113 (permalink)
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Quote:
Originally Posted by AZN FTW View Post
"property that results from original creative thought"

Corrupt staff eh? The first post against yours was the only mention of staff... the rest was towards you for being immature and starting it.

Anyways here are the biggest differences in Conquest:
  • I kept the no friendly fire that is present in v2 and v3 because with choke points controlling friendly fire is difficult, so I kept it removed
  • I returned to the 75% weapon damage. Yes this may increase the amount of beatdowns, but the types of kills are not important. Due to overwhelming amounts of forces at a choke point one needs more meat to survive 2-4 people shooting at them. Also this removes the one headshot capabilities of sniper rifles. This makes snipers a support weapon rather than a power weapon.
  • The Custom Power Up was changed from 30 sec invulnerability to 50% leech. The reason for this is that invulnerability makes it a one sided battle rather than just offering an advantage. 50% leech allows you to last a bit longer while attacking, but isn't as big of an advantage due to the fact that you will have multiple people shooting at you. However it is still an advantage. 75% damage and this both support the "more meat" factor that you need to survive long enough in a territory to enjoy the game and have an effect.
  • Because Conquest is a team focused gametype, your respawns are synchronized with your team. If you die and a teammate is about to spawn in 3 seconds, you spawn with them. This increases both teamwork and bruteforce.
  • Another respawn change is that you spawn whenever anyone captures a territory. What this does is reset the battlefield so that both teams have equal opportunity to attack the new frontline. However, the team that won the territory that caused the respawn has troops already at the next territory, that is your advantage for winning the last territory.
  • Respawn time was increased to 10 secs as supposed to 5 due to the new respawn traits to give a team the reward for eliminating another team and having a bit more time to capture territories.
These changes support the true essence of Conquest which is a focus on teamwork, bruteforce, and capturing the the battlefield. When I have completed the complete description and guide to Conquest you can read that for more details on how to build a proper map for Conquest and why certain antics are taken in Conquest maps...

NOTE: Conquest no longer has a version number because this is the final standardized version. If you would like to continue to utilize v3 then that is your choice. We hope that you enjoy the first XForgery Official Gametype. ;)
Didnt know about the no version number thing. Ill update the descriptions shortly.

I love the new settings for Conquest. It seems like this is being given a 180 degree turn from v3. Was Conquestv3 fun: yes. But was the Original better? IMO, oh so much better. Hopefully the new breed of Conquest maps will follow The Cellars example: brute force with a little spice to create one of the best custom games possible. Excuse me for sounding like a suck-up, but its the 7ru7h.


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Fall 2009...
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Old 03-17-2009   #114 (permalink)
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Here's a vid for how the new conquest plays... by zackj

kinda boring but meh...

http://www.youtube.com/watch?v=RhaF9iMwQ8Y

Last edited by AZN FTW; 03-17-2009 at 07:06 PM.
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Old 03-17-2009   #115 (permalink)
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Um, besides the longer respawns, it seems like this plays in exactly the same way as V3 does.






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Old 03-17-2009   #116 (permalink)
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except more double-beatdowns for an overall lower player count in battle, and confused players wondering why players arent dying when they should... it basically reverted back to the same reasons why v2 and 3 were created

the CPU change isnt bad, tho

Last edited by LIGHTSOUT225; 03-17-2009 at 07:43 PM.
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Old 03-17-2009   #117 (permalink)
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I noticed the differences, like in the begining, the guy kept going for those no-scopes but in the end he only killed like two people. And since Cellers does not have a power up, that change isn't noticeable. I have to say that I am really pleased with the changes made to Conquest. It seems a lot more fair, and I love the change to the power up. I always disliked power ups because it was very unfair when someone got it, unless the two people that had them got into a battle, then it was very boring. Anyway, I downloaded this and when I watched the video I had an amazing idea for Conquest on Founry, hopefully a final Foundry project before I get the Mythic map Pack. I can't wait for the release of your Orbital Conquest map AZN FTW. Hopefully it will be full of win...


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Old 03-17-2009   #118 (permalink)
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Quote:
Originally Posted by LIGHTSOUT225 View Post
except more double-beatdowns for an overall lower player count in battle, and confused players wondering why players arent dying when they should... it basically reverted back to the same reasons why v2 and 3 were created

the CPU change isnt bad, tho
Agreed. The CPU was one of the major annoyances I had with Conquest V3. Maybe a V3.5 needs to be made without the CPU but everything else the same?






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Old 03-17-2009   #119 (permalink)
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Originally Posted by Whisper View Post
Agreed. The CPU was one of the major annoyances I had with Conquest V3. Maybe a V3.5 needs to be made without the CPU but everything else the same?
That would be Conquest v2 (the CPU was the only difference in the two)
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Old 03-17-2009   #120 (permalink)
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Quote:
Originally Posted by LIGHTSOUT225 View Post
except more double-beatdowns for an overall lower player count in battle, and confused players wondering why players arent dying when they should... it basically reverted back to the same reasons why v2 and 3 were created

the CPU change isnt bad, tho
Thats like saying that SWAT is bad because players die with one headshot from a BR, when normally they die with four. Obviously with any custom gametype players will be confused at first, but after the first death they realize what custom traits they have and they adapt. I mean, when I first played SWAT I hated it, but after playing it I realized it was awesome. I personally like the less damage, simply because its more focused on brute force, instead of sniper/br skill.


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