Questions about CnC that are not enlighten in the manual

General discussion of the Project Reality: BF2 modification.
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My_Self
Posts: 70
Joined: 2008-02-20 17:26

Questions about CnC that are not enlighten in the manual

Post by My_Self »

Would be nice to have any answers from developers regarding Command'n'Control gameplay mode:
  1. What is the exact dependency between distance from the center of the map to the friendly FOB and enemy ticket bleed speed when their FOB is destroyed, like:
    • less than 500m = 8 tickets per second;
    • 500m-1000m = 4 tickets per second;
    • and so on...
  2. Do we have any ticket loss (besides ticket bleed) when the friendly FOB is destroyed?
  3. Can the friendly FOB be overrun like in AAS, when enough (at least 2) enemy players get into the 100m radius?
  4. Does the commander rally point work like in AAS?
Last edited by My_Self on 2011-05-22 15:18, edited 8 times in total.
My_Self
Posts: 70
Joined: 2008-02-20 17:26

Re: Questions about CnC that are not enlighten in the manual

Post by My_Self »

Any chance for answers?
rushn
Posts: 2420
Joined: 2010-01-01 02:51

Re: Questions about CnC that are not enlighten in the manual

Post by rushn »

1 not really sure the closer it is to the enemy side the more points the enemy loses
2when your fob is destroyed you start losing tickets i think
3 not sure I think not
4idk
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: Questions about CnC that are not enlighten in the manual

Post by AFsoccer »

1. This information wasn't included because it's not supposed to be fixated on. CNC was designed to better approximate a realistic battlefield environment within the constraints of the BF2 engine... and last time I checked real battles didn't have "tickets". I don't mean that in a sarcastic way, but by knowing the exact code of the bleed, you're missing the point of why CNC was designed.
2 and 3. I'm not 100% positive, but the FOBs should work the same in CnC as they do in AAS
4. Yes, they should.
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