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Testing Khami armour rule.

Discussion in 'Discussion' started by MasterHenaz, May 17, 2017.

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    MasterHenaz MasterHenaz 2WHEEL RPG

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    PR:BF2 Name:
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    Remember this when playing Khami alt
    Armour 1 gets 2x BMP-2 in the beginning and 3 tanks after the delay.

    Make armour 2 so you claim at least one tank.

    The less people in armour 1 the more tanks armour 2 claim.

    So if they lock the first armour squad with 6 people then armour1 needs to be notified or armour 2 claims 2 tanks.

    Rules say it so:
    3.3.1. Where not otherwise defined, the squad which has been waiting the longest for an asset to spawn gets the asset(s).

    3.3.3 There is no limit to the number of squads permitted, except if the number of squads exceeds the number of suitable assets available for which a squad has been named.

    SO
    Armour2 always claims 1 tank on khami. Unless one of the earlier armour assets have been given to a different squad.
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    MasterHenaz MasterHenaz 2WHEEL RPG

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    Well not khami only but maps with 4+ armour assets. (Black gold, Kashan)
    On falklands argentina side CAS2 claims 1 jet.
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    VatsugC VatsugC Point Man

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    3.7. Duplicate asset squads are prohibited unless approved by the original squad.
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    MasterHenaz MasterHenaz 2WHEEL RPG

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    Rest of the rules encourage you to make the squad when it exceeds the number of claimable assets for one squad.
    Please fix this conflict between the rules.

    Otherwise there is no point for the rule when it exceeds over four assets because no one want's to give away assets in case they lose their own asset and they have a new one waiting at the base.
    --- Double Post Merged, May 17, 2017, Original Post Date: May 17, 2017 ---
    Either remove the duplicate asset squad rule or 3.3.3
    Removing duplicate asset squad makes no difference because if you're not claiming an asset then it's stealing which is already against the rules.
    Removing 3.3.3 turns everything back to the good dope days when there is 1 armour vehicle on reserve on those maps.
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    Rule 3.7 is there for this reason. Say, you where playing Falklands, more jets than one squad can use right? But, if someone wants to make another Cas squad, they must have permission from the first one. But this doesn't happen as the squad would rather have an asset in reserve in case they get killed
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    MasterHenaz MasterHenaz 2WHEEL RPG

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    Yes that's what I said there.

    So this rule has no meaning?
    3.3.3 There is no limit to the number of squads permitted, except if the number of squads exceeds the number of suitable assets available for which a squad has been named.
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    VatsugC VatsugC Point Man

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    I won't say the rules are the best formulated ones, but it does have a purpose. It's giving permission to spend 2/9 squads for the same asset, if the squad with the original claim on the asset gives permission to do so - This may only happen when there's an excessive amount of assets claimable by that one squad on the map, such as Khami where you have three Tanks and two IFVs on the MEC side on every layout except INF.
    However, if there's a map with f.ex. two Tanks; making ARMOUR and ARMOUR2 to claim the two Tanks in separate squads would be both unnecessary and inconsiderate toward the team-work and -structure, therefore not allowed.
    I did not type the rule, but this is my perception of it
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    MasterHenaz MasterHenaz 2WHEEL RPG

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    I don't think you need a special rule to be permitted to make armour 2.It only makes "confusions" like that.
    The squad that takes the last asset may be named anything because the leader of the first armour squad gives the asset to any squad if he wants to.
    So I still can't see the meaning of that rule.
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    Arnoldio Arnoldio Noot noot!

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    I still fucking insist on making IFV claimable by MECHINF, then APC and only then TANKS. Frist because IFVs are designed speciffically for mechinf, hence the goddamn name and second because it would solve many problems as this one.
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    Art of War

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    But that only comes up as a "problem" when the small portion of assetwhores that simply refuse to play inf dont get any assets.
    Suck it up and smile, play inf like the rest of us and hope that you get it the next round.
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    VatsugC VatsugC Point Man

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    Not relevant to the discussion. Besides, as much as we wish it was, PR is not a true milsim. What the vehicles may be designed for in the real world doesn't have much to say here. Our ARMOUR rule is one of the reasons I like PRTA more than every other server and it brings balance to maps where the amount of Tanks is stacked in the favour of one team.
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    Rule time,

    3.3.1.: Where not otherwise defined, the squad which has been waiting the longest for an asset to spawn gets the asset(s).

    The above rule is mainly there to support the MECHINF rule. But can be tangled up with the 3.2 set of rules as to what gets claimed. Mainly this is redundant unless there are dup squads in play.

    3.3.3: There is no limit to the number of squads permitted, except if the number of squads exceeds the number of suitable assets available for which a squad has been named.

    Now this one, this allows for dup squads, yet you need to take into account rule 3.7 which ill discuss below.

    3.7: Duplicate asset squads are prohibited unless approved by the original squad.

    Now this, this is the rule you all must take into consideration. No matter what you do by removing 3.3.3, this rule will still be in effect and thus means that any additional asset squad made without the explicit permission of the main asset squad, can and will get removed.

    So in summery, Can't do shit if you don't consider 3.7
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    This +1

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