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 Post subject: NorthSea Terrain
PostPosted: Mon Sep 18, 2017 8:50 pm 
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Coming soon to the Legacy Arena...

A quick explanation of what to expect.

Bridge objects are virtually indestructible by design and not required to close a field.
This promotes gameplay such as battle of the bridge scenarios between ground forces.
All bridge crossings are 100% driveable.

Grid size is 20 miles
Radar Range will be 40 miles most likely

TYPICAL ACTION AREA
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bridges.jpg
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 Post subject: Re: NorthSea Terrain
PostPosted: Tue Sep 19, 2017 11:02 pm 
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Nice Bolloks
like the idea of nearly indestructible bridges

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 Post subject: Re: NorthSea Terrain
PostPosted: Wed Sep 20, 2017 6:24 pm 
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Aside from the potential to generate a battle over holding a bridge-crossing, there is a secondary reason for that.

The quayside /dock / port structures also have to be labelled as bridge object for you to be able to drive on them with gv's.
Don't want those destroyed easily and have all the warehouses etc objects just left "floating" above water

The third reason being it gives purpose to the Lancaster tallboy bombs.
potentially you could knock a bridge section down if you drop enough tallboys right on it.

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 Post subject: Re: NorthSea Terrain
PostPosted: Thu Sep 28, 2017 9:06 pm 
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on track..


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 Post subject: Re: NorthSea Terrain
PostPosted: Thu Sep 28, 2017 10:20 pm 
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Nice, Bol!

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 Post subject: Re: NorthSea Terrain
PostPosted: Sat Oct 07, 2017 8:18 pm 
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a mossie in the circuit over middleton st George


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 Post subject: Re: NorthSea Terrain
PostPosted: Mon Oct 09, 2017 4:34 pm 
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- TERRAIN IS NOW LIVE IN THE LEGACY ARENA

- PLEASE REPORTS ANY BUGS IN THE APPROPRIATE FORUM

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 Post subject: Re: NorthSea Terrain
PostPosted: Tue Oct 17, 2017 9:02 pm 
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Just a question.

Is there a way we can have the targets that NEED to go down for close show on the F1 map? We were trying to close bases but could not figure out what we were missing. It ended up being a parked plane. If we could have seen the target on the F1 map, we would not have spent 10 minutes guessing what was keeping the field open.


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 Post subject: Re: NorthSea Terrain
PostPosted: Tue Oct 17, 2017 11:18 pm 
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Location: What you think, you become. What you feel, you attract. What you imagine, you create.
-reep- wrote:
Just a question.

Is there a way we can have the targets that NEED to go down for close show on the F1 map? We were trying to close bases but could not figure out what we were missing. It ended up being a parked plane. If we could have seen the target on the F1 map, we would not have spent 10 minutes guessing what was keeping the field open.


I like the idea of not being able to roll over bases like drunken blonds at the bar for a change. Makes for a more challenging and combative experience in my book.


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 Post subject: Re: NorthSea Terrain
PostPosted: Wed Oct 18, 2017 7:29 am 
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Hi,

Thanks for your feedback. This is the first time the map has been publicly run live and "tested"

The ground target blips are off but general sentiment seems to be that targets are easy enough to see compared to other terrains.
Just due to lack of familiarity people don't know where they are yet.

Suggest you turn on .grndlabels if needed to check target locations if you get stuck.

I think that going forward, we may remove a couple of objects from the OT list (objects required to close a field)
These will be - "parked ac" & "huts"

* reminder to myself to change the MOTD when you log in.
S>

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