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Posted: Tue Oct 16, 2007 2:43 am
by Evincar
you know, that does sound good

Posted: Tue Oct 16, 2007 5:57 am
by Trigger1969
I was thinking the same thing Whiskey suggested as I began reading this thread. I could see it as an alternative without the stupid miners/cons/bases offlimits rule. Juckto also had a good suggestion of no green doors on base. Bases are exit only. LOL... I can see the race for the powerup that just appeared 5K away.

Posted: Tue Oct 16, 2007 7:30 am
by Bard
WhiskeyGhost wrote:QUOTE (WhiskeyGhost @ Oct 15 2007, 09:11 PM) too bad everyone plays silly DM settings, like invuln bases and such. It would actually be nice if it were an addition on top of a regular conquest. If kills could be set at say 200, then you'd either have to bomb them to death or kill 200 enemies before they kill you. There would be a strategic compromise about whether you wanna sacrifice that 9 man bombrun on an op.
The main problem with that is that people rarely organize in those cases.

Conquest is on, but it rarely comes down to bases and strategy because a team is more likely to hit the kill limit before they start working as a team.

I've played a few.

They basically turn into DM's where you can bomb and kill miners/cons.

Posted: Tue Oct 16, 2007 10:10 am
by Sealer
juckto wrote:QUOTE (juckto @ Oct 16 2007, 02:19 AM) Bases with red doors only!
Actually even nans would be useful in that case;)

Posted: Tue Oct 16, 2007 11:29 am
by zecro
how would you resupply? Ints run out of fuel and ammo, and powerups don't come when you want them to!

Posted: Tue Oct 16, 2007 2:00 pm
by Adaven
I really like devel off DM's on occasion. No, they aren't as complex as a real game, but at the same time, that allows you to really focus on some core elements that I think a lot of people over look.
DM's really just boil the game down to pure teamwork. You stick close together, call your targets wisely, focus your fire, and cover your neighbor's rear or you fail. These things are easily apparant in a DM game, but often overlooked in conquest games (a nanned bomb run enters your sector, how does your team react?). You have to know your limits and learn to not overextend yourself. If you get greedy and can't stop trying to gobble kills all at once you are going to find yourself out of fuel and ammo next to the enemy garr.



I agree that DM's shouldn't get that much play if there's the chance of a conquest game getting started, but often times that is not the case. If there is only 6 people on a server, 3 v 3 conquest is pretty weak (and hard to balance), whereas a simple DM has more action and lets you hone your skills for the next real game.

my favorite though: When no one wants to lead on a full server, a DM is also a good way to flush out hiding comm's from noat, as many players would rather have some sort of conquest than a dm.

Also: who said that DM's were just for int hoe's?

Posted: Tue Oct 16, 2007 4:00 pm
by Elephanthead
interceptors with unlimited ammo! No docking, tons of floating fuel!

Posted: Tue Oct 16, 2007 4:31 pm
by badpazzword
Bard wrote:QUOTE (Bard @ Oct 16 2007, 09:30 AM) The main problem with that is that people rarely organize in those cases.

Conquest is on, but it rarely comes down to bases and strategy because a team is more likely to hit the kill limit before they start working as a team.

I've played a few.

They basically turn into DM's where you can bomb and kill miners/cons.
Special rules games might be great ideas for Zone Games. They just can fit storylines greatly.

Posted: Tue Oct 16, 2007 6:36 pm
by Evincar
i often like to duel individuals.

i call it jousting

i've learnt a lot from great pilots and whores

Posted: Tue Oct 16, 2007 6:43 pm
by Bacon_00
this thread SHOULD be about CTF, which is incredibly awesome.