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Author Topic: Ewok vehical traps  (Read 1144 times)

Peace Trooper

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Ewok vehical traps
« on: December 19, 2008, 02:56 am »

pretty much wat the topic says the ewoks built traps so when an ATST walks by BOOM! this would be a one use only and be about as moch damage to take out an ATST but could not hit vehicals any lower than that so 2m repulser tanks are not affected and ATATs suffer little damage so its a trap for walker like vehicals, it should be able to be destroyed by vehicals who get past the trap like the 2m or infantry and should be hidden to enemy forces and can only be seen if they walk past it

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Re: Ewok vehical traps
« Reply #1 on: December 19, 2008, 03:06 am »

First off, it's spelled "vehicles." Secondly, this provides literally nothing to the game.
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Sarcastic

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Re: Ewok vehical traps
« Reply #2 on: December 19, 2008, 03:11 am »

Don't need this to become Battlefront. Thumbs down here. Plus it could unbalance things somewhat since the Empire player could be more hesitant to moving.
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Peace Trooper

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Re: Ewok vehical traps
« Reply #3 on: December 19, 2008, 04:00 am »

not if its an AI lol and i wouldent be sending in my walkers if that was the case
id send evreything else to find and destroy the traps

Sarcastic

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Re: Ewok vehical traps
« Reply #4 on: December 19, 2008, 07:22 am »

Then that still would be unbalanced. You can't just give yourself an advantage that big.
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Peace Trooper

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Re: Ewok vehical traps
« Reply #5 on: December 20, 2008, 01:45 am »

heck we could make it take away half the helth from an atst the ewoks themselves do more damage than that lol
its a one time use only, can be found and destroyed, only affects walker types, and it makes the ewoks more important + makes endor map more realistic

Dr. Doozer

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Re: Ewok vehical traps
« Reply #6 on: December 20, 2008, 02:00 am »

But then people get hesitant about moving their units around. That places many areas as death zones for walkers.
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Re: Ewok vehical traps
« Reply #7 on: December 20, 2008, 02:25 am »

jeje good idea peace trooper i vote yes :great
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Peace Trooper

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Re: Ewok vehical traps
« Reply #8 on: December 20, 2008, 02:58 am »

But then people get hesitant about moving their units around. That places many areas as death zones for walkers.
thats how it adds stragity u wanna play a boreing game ehere you know exactly whats going to happen or u wanna be on the eadge of your seat wondering when the next turn you make is gonna be your last its exciteing!  and this game despretly needs excitement

Sarcastic

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Re: Ewok vehical traps
« Reply #9 on: December 20, 2008, 03:00 am »

Problem is they're going to be in set places. The Imperials will be cut off from moving units to another area and can't advance into the map.

Honestly, we don't need this to turn into Battlefront. And no it does not add any strategy at all.
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Dr. Doozer

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Re: Ewok vehical traps
« Reply #10 on: December 20, 2008, 03:07 am »

It would be good if it made chokepoints. Problem is that these make too many of them. The Empire can't move at all.

These made for horrid gameplay in BF; lets not let that leak in here.
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Peace Trooper

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Re: Ewok vehical traps
« Reply #11 on: December 20, 2008, 03:08 am »

Problem is they're going to be in set places. The Imperials will be cut off from moving units to another area and can't advance into the map.
wow you people dont listin to anybody else other than mod leaders and respected members do you? haha
1 shot only and can only affect walkers anything else can get under them, spot them, and destroy them, simple right?

Sarcastic

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Re: Ewok vehical traps
« Reply #12 on: December 20, 2008, 03:10 am »

So? That's one unit down. AT-STs aren't exactly strong and what's stopping the Rebels from having T-4Bs/MPTLs on the other side? Heck even a turbolaser tower? Talk about an unpassable wall.
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Re: Ewok vehical traps
« Reply #13 on: December 20, 2008, 03:10 am »

Other people do. It's just people don't like your idea.

It still makes no sense, for in that regard, you could even talk about adding the log roll in. It unbalances gameplay and gives the Rebels the indigenous upperhand. That's not true tacticality; that's just the game winning the battle for you.
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Peace Trooper

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Re: Ewok vehical traps
« Reply #14 on: December 20, 2008, 03:13 am »

doing a little damage to one vehicle dose not unbalance the game at all not if the attacker has 30ATAT's thats unbalanced

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Re: Ewok vehical traps
« Reply #15 on: December 20, 2008, 03:15 am »

If the attacker has 30 AT-ATs, then that's something called bumrushing and it's a cheap tactic players perform.

Knocking those trees together does and would destroy the AT-ST. It's a waste of time to even really battle then if you are the Rebels since you can let them come to you and have all their vehicles get smashed. It's a pain if you are the Empire because you can't go anywhere without getting logs smashing your vehicles in.
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(regarding boobs on Mokey Fraggle)
Krystal: I found it disturbing. Especially since she was my fav. If it had been Krystal or an anthro, it would be different, but MOKEY FRAGGLE?
Q: ...
Tracer: ......
Django: .........

Peace Trooper

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Re: Ewok vehical traps
« Reply #16 on: December 20, 2008, 03:20 am »

the most you would have at a given time is 2 wow, 2 ATST's... the Ewoks themselves can to unlimited damage because they keep comming back again again again and again but this is a once in a lifetime useage lol sont seem like it throughs balance out of whack to me and its canon

Sarcastic

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Re: Ewok vehical traps
« Reply #17 on: December 20, 2008, 03:22 am »

It's still not fair. It delays the Imperials giving the Rebels time to set up. If the Rebels had 3 MPTL sets then they could just set them on the other side of a trap. The Imps would be hesitant and the MPTLs would just bombard the heck out of them.
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Dr. Doozer

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Re: Ewok vehical traps
« Reply #18 on: December 20, 2008, 03:24 am »

As Sarcastic has said, it becomes a targeting range. The Imperials are at an extreme disadvantage since they can't move in their vehicles without losing a number of them to nothing but swinging logs.
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(regarding boobs on Mokey Fraggle)
Krystal: I found it disturbing. Especially since she was my fav. If it had been Krystal or an anthro, it would be different, but MOKEY FRAGGLE?
Q: ...
Tracer: ......
Django: .........

Peace Trooper

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Re: Ewok vehical traps
« Reply #19 on: December 20, 2008, 03:29 am »

It's still not fair. It delays the Imperials giving the Rebels time to set up. If the Rebels had 3 MPTL sets then they could just set them on the other side of a trap. The Imps would be hesitant and the MPTLs would just bombard the heck out of them.
if you got 3 MPTL sets you dont even need a log crusher to own the ememy the reb artillary is overpowered

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Re: Ewok vehical traps
« Reply #20 on: December 20, 2008, 03:33 am »

The logs prevent heavy units from moving forward!!
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(regarding boobs on Mokey Fraggle)
Krystal: I found it disturbing. Especially since she was my fav. If it had been Krystal or an anthro, it would be different, but MOKEY FRAGGLE?
Q: ...
Tracer: ......
Django: .........

Peace Trooper

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Re: Ewok vehical traps
« Reply #21 on: December 20, 2008, 05:17 am »

they dont block anything they just do damage to 1 single walker not to much of a reason to hesitate

Sarcastic

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Re: Ewok vehical traps
« Reply #22 on: December 20, 2008, 05:38 am »

Yes it is. If the Imp player is cash strapped, turbolaser on the other side, blockade of bunkers, a vehicle building, etc.etc.
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Peace Trooper

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Re: Ewok vehical traps
« Reply #23 on: December 20, 2008, 05:43 am »

Yes it is. If the Imp player is cash strapped, turbolaser on the other side, blockade of bunkers, a vehicle building, etc.etc.
you can only have like 3 buildings on endor and there are no bunkers on the map i dont think its even possible to make turbo lasers on that map and even so turbo lasers do more damage than these things would

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Re: Ewok vehical traps
« Reply #24 on: December 20, 2008, 06:32 am »

It would be a royal pain to implement, though.
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Re: Ewok vehical traps
« Reply #25 on: December 21, 2008, 04:28 am »

i say no, as it would just be annoying (although funny) and wouldnt do much difference in a GC or even a battle, since im much more on hovering tanks and ATAT walker.
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Re: Ewok vehical traps
« Reply #26 on: December 29, 2008, 08:02 pm »

I think that this is a bad idea. The ewoks would have needed time to prepare for the walkers, and isn't the attack on the planets supposed to be somewhat like a suprise attack. Plus it's an unfair advantage to the rebellion. To keep things fair, you would need an advantage for the Consortium and the Empire to.
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Argonnath

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Re: Ewok vehical traps
« Reply #27 on: December 29, 2008, 09:28 pm »

Epic fail ZC is cut from mod.
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Re: Ewok vehical traps
« Reply #28 on: December 31, 2008, 10:16 am »

You guys are obsessed with balance here. Balance has ruined the game. Use a little flavor here. Don't ruin your mod too.
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Dr. Doozer

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Re: Ewok vehical traps
« Reply #29 on: December 31, 2008, 06:47 pm »

First off, can we not revive dead topics?

Secondly, balance doesn't ruin the game. Adding your "flavor" does.
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(regarding boobs on Mokey Fraggle)
Krystal: I found it disturbing. Especially since she was my fav. If it had been Krystal or an anthro, it would be different, but MOKEY FRAGGLE?
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Tracer: ......
Django: .........

Mandalor Vipeer

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Re: Ewok vehical traps
« Reply #30 on: December 31, 2008, 07:19 pm »

Okay certain types of balance are fine. The kind that most people here are obsessed with ruins the game. I hate that the imperials and Rebels have besically the same units, but they have different skins on them and sometimes a different ability. Those are the only differences here with most of the units.
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Re: Ewok vehical traps
« Reply #31 on: December 31, 2008, 07:25 pm »

We're not talking about giving other skins on basically the same unit. They do have strengths and weaknesses depending upon which unit you use. What it mainly is is to not give one cap ship something like a Darksaber Laser and call that "balanced" against a cap ship that doesn't have it. Subtlety wins.
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(regarding boobs on Mokey Fraggle)
Krystal: I found it disturbing. Especially since she was my fav. If it had been Krystal or an anthro, it would be different, but MOKEY FRAGGLE?
Q: ...
Tracer: ......
Django: .........

Mandalor Vipeer

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Re: Ewok vehical traps
« Reply #32 on: December 31, 2008, 07:42 pm »

We're not talking about giving other skins on basically the same unit.

But that's what has been happening ever since EAW was released with mods like this one.
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Dr. Doozer

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Re: Ewok vehical traps
« Reply #33 on: December 31, 2008, 07:45 pm »

Because, if you view it like that, it keeps units with an equal.
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(regarding boobs on Mokey Fraggle)
Krystal: I found it disturbing. Especially since she was my fav. If it had been Krystal or an anthro, it would be different, but MOKEY FRAGGLE?
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Tracer: ......
Django: .........

Mandalor Vipeer

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Re: Ewok vehical traps
« Reply #34 on: December 31, 2008, 07:57 pm »

That's what I meant about balance ruining the game. We just went in a circle here. Anyway, this is going to go on so back to the topic here. I like the idea if it's only on Endor. And if there are to many bottlenecks in the map, just have it affect units that are up next to the trees, and the traps are only around where the Ewok villages are. They can be subject to any type of damage, and have no armor. That way, they only work if you don't see them and are next to them. That takes out the uber and unbalanced part.
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Dr. Doozer

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Re: Ewok vehical traps
« Reply #35 on: December 31, 2008, 08:05 pm »

That requires making a height trigger, and that's damn near impossible.
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(regarding boobs on Mokey Fraggle)
Krystal: I found it disturbing. Especially since she was my fav. If it had been Krystal or an anthro, it would be different, but MOKEY FRAGGLE?
Q: ...
Tracer: ......
Django: .........

SoulPain (FanEAW)

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Re: Ewok vehical traps
« Reply #36 on: January 01, 2009, 07:44 am »

That's what I meant about balance ruining the game. We just went in a circle here. Anyway, this is going to go on so back to the topic here. I like the idea if it's only on Endor. And if there are to many bottlenecks in the map, just have it affect units that are up next to the trees, and the traps are only around where the Ewok villages are. They can be subject to any type of damage, and have no armor. That way, they only work if you don't see them and are next to them. That takes out the uber and unbalanced part.
honestly, if it were to be added, i would find it boring, as it slows down the advancement, it would be stupid, as it changes NOTHING in the GC, as i said, this doesnt affect hovering units and ATATs.

It would be ANNOYING as there is BOUND to be other glitches with these things,
as in "invisible walls because there is only a certain type of unit that can pass there for triggering the damn thing"
or as in "my ATAT gets killed cuz it was passing by a trap and a AT-ST was runing in the ATAT and then the two units died"

 honestly, i would hate that being in the game, maybe offer it [censored] a option in the setup of GC. but otherwise NO absolutely and repulsevely NO.
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Re: Ewok vehical traps
« Reply #37 on: January 01, 2009, 10:37 am »

What was that about? The AT-AT wouldn't die because it was next to the AT-ST that's kind of irrelevant to the situation, because they are 2 seperate units. And if lasers and missiles pass through units, why wouldn't a log. It would be a projectile so it wouldn't do that.
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SoulPain (FanEAW)

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Re: Ewok vehical traps
« Reply #38 on: January 02, 2009, 12:09 am »

liki meant like when units run into one another, if that happens with a AT AT and a AT ST in a trap and kill AT ST it could have the glitch of killing the AT AT. but thats if, im still sure they will be other ANOYING glitches with this.
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Re: Ewok vehical traps
« Reply #39 on: January 07, 2009, 02:09 am »

chillax man.  I vote no because the attacks are supposed to be surprise attacks.
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Re: Ewok vehical traps
« Reply #40 on: January 07, 2009, 02:12 am »

Heres a novel idea. Stop arguing.

I vote no for pain in the ---.  but yes for its addition into v3. Just scatter a few around the map, thats all.
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Re: Ewok vehical traps
« Reply #41 on: January 07, 2009, 03:44 pm »

Sounds good its like great pit of carcoon in tatonie...
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Re: Ewok vehical traps
« Reply #42 on: January 08, 2009, 12:09 pm »

Sounds good its like great pit of carcoon in tatonie...
Let's not start that, now :wall.
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Re: Ewok vehical traps
« Reply #43 on: January 08, 2009, 05:57 pm »

Let's not start what? The only problem with that is that the Sarlacc can't be killed, but it only affects infantry. Maybe this could only affect AT-ST'S and there would only be one or two.
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Re: Ewok vehical traps
« Reply #44 on: January 08, 2009, 06:39 pm »

I vote no for pain in the ---.  but yes for its addition into v3. Just scatter a few around the map, thats all.

Same for me. I like the flavor. On that note... have any of you heard of STARCRAFT? For those of you who haven't, starcraft=balance+flavor. Who says that both sides have to be the same for there to be balance? But anyway... This idea interests me. But it's not worth attempting to work into any current or soon-to-be-current work... V3 sounds good to me.
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Re: Ewok vehical traps
« Reply #45 on: January 09, 2009, 12:43 am »

Version 3 sounds good. And I have Starcraft. I don't really care for it. The raphics suck, but that's not the big thing being that I really like the freeware games Battle of Yavin, and Battle of Endor. They are all combinations of rectangles and triangles with three or four colors. But the gameplay is god. I don't really like Star Craft because I think the gameplay is horrible. Anyway, v3 sounds good for the vehicle traps.
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Re: Ewok vehical traps
« Reply #46 on: January 09, 2009, 12:46 am »

What's the difference between STARCRAFT and Star Craft?
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Corusca Fire

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Re: Ewok vehical traps
« Reply #47 on: January 09, 2009, 12:47 am »

 :topic
 
Anyways, if we only have a few around the map in strategic locations, but delay until v3, everyone is happy.

-The "we dont want release delays" people
-The "this is too uber" people
-The "yesyesyes" people
-The "meh" people
-The "this is gay and annoying people"
« Last Edit: January 19, 2009, 07:23 pm by Corsica Rainbow »
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Mandalor Vipeer

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Re: Ewok vehical traps
« Reply #48 on: January 09, 2009, 01:08 am »

There is no difference between STARCRAFT ad Star Craft. I just type it different ways sometimes. Anyway, Corsica is right. Delayig it until version three is the best course of action. It won't cause delays with v2, and it also leaves them more time to prepare it and perfect the glitches in it for v3 because they don't have to work on all of th stuff in the rest of the mod. Just te stuff that needs to be fixed, added or taken away for the next release.
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KorribanKing014

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Re: Ewok vehical traps
« Reply #49 on: January 09, 2009, 01:13 am »

Perhaps. I am not against the idea but not totally for it either.
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SoulPain (FanEAW)

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Re: Ewok vehical traps
« Reply #50 on: January 09, 2009, 01:57 am »

:topic
 
Anyways, if we only have a few around the map in strategic locations, but delay until v3, everyone is happy.

-The "we dont want release delays" people
-The "this is too uber" people
-The "yesyesyes" people
-The "meh" people

wheres :
-the "This is gay and annoying" poeple?

cuz im totally in that group
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KorribanKing014

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Re: Ewok vehical traps
« Reply #51 on: January 09, 2009, 02:12 am »

Good to know :sure....
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urkspleen

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Re: Ewok vehical traps
« Reply #52 on: January 09, 2009, 02:36 am »

I don't like this idea:
e
1. I say that the actual effectiveness of said traps is up to debate.....(logs crush ATST?) (and for that matter, Empire defeated by Ewoks?!?)
2. Map takes place in area clear of trees, they only surround and are in the middle. Traps are in the trees, and this is not where vehicles will be.
3. Adds very little to the game, as it is only on 1 planet, and would have questionable effectiveness even there.
« Last Edit: January 09, 2009, 02:41 am by urkspleen »
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SoulPain (FanEAW)

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Re: Ewok vehical traps
« Reply #53 on: January 09, 2009, 02:39 am »

I don't like this idea:

1. I say that the actual effectiveness of said traps is up to debate.....(logs crush ATST?)
2. Map takes place in area clear of trees, they only surround and are in the middle. Traps are in the trees, and this is not where vehicles will be.
3. Adds very little to the game, as it is only on 1 planet, and would have questionable effectiveness even there.
thank you, i will worship you because of that.

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Dr. Doozer

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Re: Ewok vehical traps
« Reply #54 on: January 09, 2009, 02:42 am »

I still say no because the premise leads to a lot of nothing. It makes too many chokepoints.
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urkspleen

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Re: Ewok vehical traps
« Reply #55 on: January 09, 2009, 02:44 am »

thank you, i will worship you because of that.


YAY! finally, I have a minion!

will there be a shrine in my honor?  :up  :) :up




but seriously, this idea is bogus
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SoulPain (FanEAW)

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Re: Ewok vehical traps
« Reply #56 on: January 09, 2009, 04:55 am »

yeah it is bogus,

oh btw there will be a Pantheon created just for you ;) WAY more than a shrine! :P

http://www.abcroma.com/Pantheon5.jpg
« Last Edit: January 09, 2009, 06:30 am by Fi'anCorrupt (FanEAW) »
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Re: Ewok vehical traps
« Reply #57 on: January 09, 2009, 11:58 am »

I have to say it would be incredibly difficult to do, let alone map it well. It would certainly require a new map and building maps around a single object is a bad idea.

I say no.
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KorribanKing014

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Re: Ewok vehical traps
« Reply #58 on: January 09, 2009, 11:53 pm »

Also, the pathway around Endor is all very widespread. There is no way that two logs would be able to sweep in from both sides on a field that wide. It has nothing to hang from and it would be impossible for an army of ewoks to ccarry a log that big just to smash a single AT-ST.
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