CMplayer Posted December 30, 2000 Share Posted December 30, 2000 The present system allows 'defenders' units to be dug in and not 'attackers' units. This is okay for QB's, but in scenarios wouldn't it be better to have each deployment zone tailor-defined instead? (Or even a deployment command, like rotate, padlock, hide, dig in, don't dig in, etc) One possibility this would open up is for there to be a deployment zone out in front of the defenders, which is for units which are out _patrolling_ ahead of the lines. They shouldn't get foxholes. A neat design trick, in case it's not already in use, would be to 'checker' a no man's land with deployment zones from both sides, so that there can be opposing patrols in a forest, or sunken dry river bed, or whatever, at the outset of a game. Again, the defender's patrol must not be allowed to have foxholes in this situation. Also, if the 'attacker' is attacking from a base on the map, he should be able to be dug-in there. thx for listening, --Rett Link to comment Share on other sites More sharing options...
Guest Rob/1 Posted December 31, 2000 Share Posted December 31, 2000 most likly not going to happen. Link to comment Share on other sites More sharing options...
CMplayer Posted December 31, 2000 Author Share Posted December 31, 2000 <BLOCKQUOTE>quote:</font><HR>Originally posted by Rob/1: most likly not going to happen.<HR></BLOCKQUOTE> Because you see problems with the idea? Or it doesn't seem especially important? If so, in what way? regards, --Rett Link to comment Share on other sites More sharing options...
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