Author Topic: A new era of tank towning?  (Read 2553 times)

Offline USRanger

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A new era of tank towning?
« on: December 06, 2009, 03:14:48 PM »
GuyNoir, No I do not see GV play in the complex, simply because of the milking of strat targets the GV's could do.

But using the same objects there could be other cities added with no strategic value for GV's to play in.


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This is something I put together in about 15 minutes:



   I am planning on putting out at least 2 MA terrains in 2010.  I want one of them to have a kick bellybutton tanktown.  I need ideas/opinions from the community of what would make it the best TT we've had to date.  Just remember, MA terrains cannot contain custom stuff, only default objects, but they can be arranged in ways to produce different setups.  So what makes a great tanktown of the future?  One big "city" or many small towns with gaps in-between?  Rivers or no?  No buildings at all & just trees and hills?  Give me your ideas, just remember how strict the MA terrains guidelines are (boring but necessary for stability).  What does the ultimate tanktown look like to you?

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Offline VooWho

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Re: A new era of tank towning?
« Reply #1 on: December 06, 2009, 04:48:23 PM »
3 rivers that divide the playing field that all run together in a pie shape city. Each country has each own part of pie in TT with multiple bridge crossings. Farther out from the city a more crossings but placed farther out from the city with many surrounding hills that could be used as a defensive posts. These outer crossings could be used to flank the enemy in the city. The other version is the same as the first but TT has 3 pie pieces for each country with an island in the middle that could be used as the center of the battle field for complete control of the city with only 1 bridge going in and out of the island from each countries side.

Map Key
Green - Of course the land
Brown - Represent Hills
Blue - duh water
Gray - City Limits
Yellow Line - GV wavepoint
Black Line - Represent Bridges
Black outer circle with inner light green - VH base


TT-1


TT-2
« Last Edit: December 06, 2009, 04:59:16 PM by VooWho »
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Offline Spikes

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Re: A new era of tank towning?
« Reply #2 on: December 06, 2009, 05:14:58 PM »
I think if it is possible, have spawns into the center, but the tanks have 3 bridges around their own spawn to enter the city. The city is one big town, smaller than our 8sq mi ones, maybe 1 sq mi.
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Offline fudgums

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Re: A new era of tank towning?
« Reply #3 on: December 06, 2009, 05:17:33 PM »
Maybe try to force the fight into the town. Also try to make it where there are no spawn campers. just thinking out loud
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Offline MachFly

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Re: A new era of tank towning?
« Reply #4 on: December 06, 2009, 05:30:56 PM »
3 rivers that divide the playing field that all run together in a pie shape city. Each country has each own part of pie in TT with multiple bridge crossings. Farther out from the city a more crossings but placed farther out from the city with many surrounding hills that could be used as a defensive posts. These outer crossings could be used to flank the enemy in the city. The other version is the same as the first but TT has 3 pie pieces for each country with an island in the middle that could be used as the center of the battle field for complete control of the city with only 1 bridge going in and out of the island from each countries side.

Map Key
Green - Of course the land
Brown - Represent Hills
Blue - duh water
Gray - City Limits
Yellow Line - GV wavepoint
Black Line - Represent Bridges
Black outer circle with inner light green - VH base


TT-1
(Image removed from quote.)

TT-2
(Image removed from quote.)

I like the 2nd idea  :aok
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Offline USRanger

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Re: A new era of tank towning?
« Reply #5 on: December 06, 2009, 05:48:51 PM »
   Great ideas so far!  I'll wait for a few more posts & then build a downloadable demo model.  There is one problem (potentially).  See those bridges I have in the picture?  There is a bug in the game that if a PT boat goes underneath one, it kills the PT's engines.  It's a bug that has been around forever but has never been fixed.  Hopefully the new bridges that come with our new city objects won't have this bug.  If they do then there could be no PTs in the river, but I would love to be able to add that in to the mix.
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Offline Spikes

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Re: A new era of tank towning?
« Reply #6 on: December 06, 2009, 05:50:19 PM »
I love #2, VooWho. Though I'd havee to say remove the two farthest bridges behind the spawns, might encourage campers to sneak around.
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Offline Spikes

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Re: A new era of tank towning?
« Reply #7 on: December 06, 2009, 05:51:35 PM »
   Great ideas so far!  I'll wait for a few more posts & then build a downloadable demo model.  There is one problem (potentially).  See those bridges I have in the picture?  There is a bug in the game that if a PT boat goes underneath one, it kills the PT's engines.  It's a bug that has been around forever but has never been fixed.  Hopefully the new bridges that come with our new city objects won't have this bug.  If they do then there could be no PTs in the river, but I would love to be able to add that in to the mix.
I don't think you can even fit PT's under the new bridges, I think someone tried...that would be really neat though, they could be used as scouts or something.
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Offline 442w30

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Re: A new era of tank towning?
« Reply #8 on: December 06, 2009, 05:53:16 PM »
How about surrounding it with 30k' Mountains...

Good luck with your effort, it looks like you have some good ideas to work with here!
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Offline Selino631

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Re: A new era of tank towning?
« Reply #9 on: December 06, 2009, 05:54:30 PM »
I liked the original tank town, I thought that was perfect i dont remember what tour it was in, near impossible to make it into the town alive. i think like 80% of all the people in the map fought there.
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Offline USRanger

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Re: A new era of tank towning?
« Reply #10 on: December 06, 2009, 05:56:55 PM »
I would like to find a way to include the PTs, as it would make bridge crossings more "interesting".
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Offline Yossarian

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Re: A new era of tank towning?
« Reply #11 on: December 06, 2009, 06:05:29 PM »
Ranger, that looks great!!

I think all three TT bases should be uncappable (assuming HTC allows it), and perhaps located in the city, or at least right on the outskirts (or have all the spawns lead into the city).


Also, I'd be HUGELY in favour of a TT that consisted of a central city, with each base directly on the rim of that city.  Then have objects arranged around that base so that ALL GVs would be forced to do literally street-to-street fighting.

By doing that, teamwork would become essential, and the gameplay would be ultra-intense!

EDIT:
Maybe try to force the fight into the town. Also try to make it where there are no spawn campers. just thinking out loud

This sounds brilliant.  Perhaps have the spawns at dead-end streets, where spawn campers would have to camp out in front of spawning tanks, and thus wouldn't last too long ;).
« Last Edit: December 06, 2009, 06:07:51 PM by Yossarian »
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Offline Spikes

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Re: A new era of tank towning?
« Reply #12 on: December 06, 2009, 06:06:35 PM »
I would like to find a way to include the PTs, as it would make bridge crossings more "interesting".
Oh yeah, I'd definitely like to see PT's...hopefully HTC can re-design the bridges to fit PT's.
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Offline USRanger

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Re: A new era of tank towning?
« Reply #13 on: December 06, 2009, 06:16:31 PM »
Spawn points are about 3/4 of a mile in diameter, so spawning onto a certain street, or PTs directly into the river isn't really workable.  They would need an open area nearby.
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Offline Yossarian

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Re: A new era of tank towning?
« Reply #14 on: December 06, 2009, 06:19:46 PM »
Spawn points are about 3/4 of a mile in diameter, so spawning onto a certain street, or PTs directly into the river isn't really workable.  They would need an open area nearby.

Oh...is there any way you could 'encourage' players to follow a certain route into the city?  Perhaps make a 'corridor' out of cliffs which funnel GVs to the city?
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