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Old April 29th, 2010, 05:42 PM
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Default Permission to use map

Scenario 16 Bekka Valley
Design Camo Workshop

Can I use this map modified slightly, using it as a tester for some ideas, for scenerio design so idea is may well post here.
Circulating map to some people so will surface anyway in peoples emails.

Reason for using.
While not Afganistan good enough to represent terrain coming into a valley.

Very good map for people to understand how rough works & ideal for showcasing IEDs as only a few quick routes, the trails or the road.

For scenerio designers for example here is one idea which seems to work on a very quick test.

Prisoner Rescue.
Side rescuing buys prisoners (civilians) & IEDs place them as prison.
IEDs modified as follows
Remove weapon (0)
Under Misc give a carry capacity that lets Civilians fit
Possibly turn survivability to 4
Rename it.
Adjust unit costs as desired.

As the IED has no weapon it does not blow up & as it cannot see it does not give enemy locations away.
So a simple rule that prisoners cannot exit till a freindly foot unit is in there hex
allows hostage rescues without giving info away.
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Old April 30th, 2010, 05:39 AM
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Default Re: Permission to use map

Quote:
Originally Posted by Imp View Post
Scenario 16 Bekka Valley
Design Camo Workshop

Can I use this map modified slightly, using it as a tester for some ideas, for scenerio design so idea is may well post here.
Circulating map to some people so will surface anyway in peoples emails.

Reason for using.
While not Afganistan good enough to represent terrain coming into a valley.

Very good map for people to understand how rough works & ideal for showcasing IEDs as only a few quick routes, the trails or the road.

For scenerio designers for example here is one idea which seems to work on a very quick test.

Prisoner Rescue.
Side rescuing buys prisoners (civilians) & IEDs place them as prison.
IEDs modified as follows
Remove weapon (0)
Under Misc give a carry capacity that lets Civilians fit
Possibly turn survivability to 4
Rename it.
Adjust unit costs as desired.

As the IED has no weapon it does not blow up & as it cannot see it does not give enemy locations away.
So a simple rule that prisoners cannot exit till a freindly foot unit is in there hex
allows hostage rescues without giving info away.
1) I cannot see any problem in using the map. It has been a stock one for years.

2) using the demolition class as a "unit" and not an engineering store is going to be fraught with problems.
- it is basically designed to be hard to see by non-engineers, and up close, and when travelling slowly
- nothing is allowed to fire at it bar the sniper classes
- and other problems, most likely

We already had this problem - tried using as a "goliath" in testing, but using a demolition as a mobile "unit" which could explode itself resulted in an invisible super-ninja thing that ATG could not see or kill even 100 yds away even if they were moving. So that idea was shelved !.

So by all means, try playing with them as "troops" but if any strange things happen, then tough luck. They are meant to be bombs for callsign FELIX to deal with.

Andy
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Old April 30th, 2010, 07:28 AM
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Default Re: Permission to use map

Cheers thats why I am testing map was a quick way of allowing.

The IEDs are stationary only change is removal of weapon & the fact can carry passengers. Its there prison cell if you like only use in the game is Prisoners unload once a freindly enters there hex & presumably frees them.
Being hard to spot is not a problem but it means prisoners cant see enemy troops while they are in it giving unfair intel.
Not usable by the AI of course.
Some blind civilians would do the trick for use as hostages.
Rules testing hostages can only move if move adj to or into a freindly units hex to represent need escorting.
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