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Game & Battle Discussion
Battlefield 2142
CW 10 - First Strike Mod
 Maelstrom Last Activity 2007-12-23 4:32 PM
4 replies, 573 viewings

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arramus

Alma's Shoe Cleaner
100010025
Posts: 1135

Joined: 2005-05-16

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Subject : CW 10 - First Strike Mod
Posted : 2007-10-18 12:57 AM
Post #20052

The First Strike Mod ground maps are compatible with the CW scoring system and as such can be used just in the same way we support the Northern Strike expansion.

While the space based maps use the standard scoring system, they are not compatible with CW events due to the mission objectives. If there's demand then we can consider a seperate event that uses these maps.

There are currently 3 official First Strike Mod ground maps that we can use in a CW event. A comprehensive run down of how they'll work in competition is difficult to assess until they have been through the rigours of a multiple number of rounds with varying numbers of players and skill levels. However, for a 16 man map with default settings they are basically as follows:

Encounter at Mos Entha
Conquest Map
16 man default ticks = 100 vs 100
-------------------------------------
Rebel's must conquer all Empire CP's. Empire can also conquer Rebel start point. No ticket bleed except for 1 per capture. Scores start even. Empire advantage for this map but OK for competition if it's played in rounds.

Endor Strike Team
Push: Rebel Assualt
16 man default = 200 vs 200 (Be careful with setting ticket percentage for this map. With a 200 base score you'll need only 10% to achieve your 20 tickets per player count rather than the more standard 20% in the 100 ticket default that comes with a 16 man map.
--------------------------------------
Imperials cannot take flags captured by Rebels or Rebel main base. There is ticket bleed but scores start even. With ticket bleed against Rebels early on but no retakes by Empire, initial advantage will switch as points get captured. OK for competition if it's played in rounds.

Tatooine Mosespa
Push: Empire Assualt
Empire 200 vs Rebels 160
--------------------------------------
Rebel's must hold town CPs. Empire takes CPs in sequence and Rebels retake in sequence. Apart from bases all start as neutral. There is ticket bleed. With few players, there appears to be a Rebel advantage even with higher Empire starting ticks. OK for competition if it's played in rounds.

Here is a link to the First Strike Website for members who would like to see what it's all about and download a copy.

http://www.firststrikemod.com
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MUSA

Elite Veteran
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Posts: 688



Joined: 2005-01-13
Location: Las Vegas USA

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Subject : RE: CW 10 - First Strike Mod
Posted : 2007-10-19 10:49 PM
Post #20108 - In reply to #20052

who has servers with the mod on it??
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arramus

Alma's Shoe Cleaner
100010025
Posts: 1135

Joined: 2005-05-16

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Subject : RE: CW 10 - First Strike Mod
Posted : 2007-10-19 10:59 PM
Post #20109 - In reply to #20052

The DS First Strike server is constantly running and they're signed up. They've been very supportive of the mod in BETA testing and file hosting and will be able to get us all up to speed.
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Imperial

Member

Posts: 13



Joined: 2006-09-10
Location: Dartmouth, MA

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Subject : RE: CW 10 - First Strike Mod
Posted : 2007-10-23 8:16 AM
Post #20157 - In reply to #20052

Yes, DS has two 64 man FS servers running and also two 32 man Vanilla 2142 servers. We will probably play a lot more FS than vanilla in this tournament, but we do have a few guys who prefer vanilla 2142.
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=FS= Learner




Joined: 2005-12-16
Location: England

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Subject : RE: CW 10 - First Strike Mod
Posted : 2007-10-25 12:52 PM
Post #20203 - In reply to #20052

we have a private 16 man server witch we have a fs installed on .
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