Your favorite gametype?

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Whats your favorite gametype for INF?

  • Enhanced Assault (EAS)

    Votes: 19 35.2%
  • Team deathmatch (TDM)

    Votes: 7 13.0%
  • Dynamic take-and-secure (DTAS)

    Votes: 26 48.1%
  • Domination

    Votes: 0 0.0%
  • Capture the flag

    Votes: 1 1.9%
  • Zombies/Monsters

    Votes: 1 1.9%

  • Total voters
    54
Apr 2, 2001
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(SDS)benmcl said:
So where the hell do we sign the petition for Fortitude. Come on some of the best fun I had was 2.86_Fortitude and my friends. Yes there were problems with some maps, ie flags spawning outside the map, and the nightmare that was Bunkers.

I hate to sound noobish, but how does fortitude exactly work? Never heard of it....
 

(SDS)benmcl

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May 13, 2002
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Actually you are not noobish because Fort wasn't widely played and back in the days of 2.86 was mostly played by RA players when the could get the admin to put it on.

First of all I would like to say Fort was in a state of flux, changes were made, planned and such so what I describe here may not be exactly what others remembered.

A series of control points, marked by flags are placed in the map. There are some variables to decide how many but I believe it was mostly based on map size and number of players. The idea was to capture the control points much like you do TAS until you have them all. You respawn at a control point that your team has, in waves simular to EAS I believe, so as your team gains or loses control points your options increase or decrease until finally you can't.

When I last played it was non-linear so major chaos can occur. Also the matches can take a long time to finish such as an hour in Trenches.
 

(SDS)benmcl

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May 13, 2002
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Crowze how come you always take my long tangled almost incoherent statments and write a short, clear and consise ones that everyone understands? ;)
 

Taque

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Dec 3, 2002
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It was basically a really convoluted DTAS with spawning. :p It also forced teamwork and efficient attack/defense division as if you concentrated too much on one, you couldn't win. I enjoyed it, really, but I doubt people will have the patience to play it...

I'd love to be proven wrong. :D
 

{GD}Odie3

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Nov 19, 2001
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Cleeus[JgKdo] said:
I have to disagree. Respawns are unrealistic because after your mysterious rebirth you still know all the things you have seen before your previous death which is highly unrealistic and forces the players to constantly change their positions for a reason that isn't neccessarily there IRL.


Well, this is why the GD server has a higher spawn time and we use NewWave (to stop insta spawn). While it is not perfect is about all one can do. As you have stated EAS is no fun at all without respawns.

I Myself, would like it higher spawn time, less spawns, and higher map times. However, this does not seem to go well with the players that do like EAS. :rolleyes:
 

dive

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Sep 26, 2002
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Enjoyment is popular, atleast in the entertainment business. A lot of people find CS fun, so they play. Frankly, I think it's dull. I find INF fun, due to the added complexity. Some don't.

CS, in its own respect, is "good" in the sense that they created a game that can be, and is, enjoyed by many. They have done a "good" job in appealing to wide audience. The game, however distasteful this community may find it, is [for all its purposes] done well. It is a "good" game, by those standards.
Do I enjoy playing? No. Do I ever play? No. Will I start to play? No. But thousands of people do, and they love it. Simple as it may be, sometimes that's what people desire from their entertainment. Look at television.

That being said... I'd love to try a Fort game. I never got to play, but it sure does sound like a lot of fun to me. I really enjoy take-and-advance style gameplay (Battlefield, Onslaught, etc)
 

Lord Belial

Loose Cannon
Well derelan the average person couldn't be bothered to RTFM or anything like that, they just want to start playing a game quickly and have fun. So, in that respect, a game with less fun but more simplicity will appeal to them, because complex games with more fun require a bit of time invested before you start having fun (and stop saying "what the hell is going on?";))

However, patient people will prefer to invest some time in a more complex game and have more fun in the long run, as well as enjoying that their time invested was worthwhile. This all assumes, of course, that "fun" is an objective thing....
 

Rostam

PSN: Rostam_
May 1, 2001
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A simple game with quality usually ends up on top of everything else, then it's the simple games, then it's the 'rest'.
I am not saying simple games like pinball. I mean simple games like UT, with an easy objective and plenty of room to do it.
Now UT is a great example because it is both quality and simple, IMO.