jentzsch
11.06.2004, 09:12
da diese sachen kommen und ich weiss, das nicht jeder die .com seite liest hier mal die kurze Erklärung dazu:
Player Reports:
.overrun
-Reports a camped army base
-Available to all players
-Must be typed from a facility screen (vehicle selection) or beyond
-Town must be owned and controlled by the issuer
-Town must be contested
-Multiple enemy units must be present near the army base
-Multiple players must submit "overrun" within a 10 minute window for it to be acknowledged
Once the overrun reports are acknowledged:
-The "Overrun" icon is placed over the town's contention icon
-A red "WARNING: This town is reporting overrun" displays in the chat buffer when viewing the equipment list
-High Commanders are asked to issue orders for the town
And the town will be marked as overrun until either:
-The high commanders effect a “Fallback” or “hold at all costs”
-The town is uncontested
-Control or Ownership of the town changes
-10 minutes passes without additional ".overrun”s
Command Orders:
.delay, .hold, .fallback:
-Requests a command order to an overrun town;
-Available to high commanders;
-Issuance is vote-based ... See below for more
Requests for Orders:
When a town acknowledges multiple player reports of "overrun", the high commanders are requested to issue orders. They must choose between:
-"Delay" (do nothing)
-"Fallback" (retreat the equipment, surrender the army bases, and open any supporting, defensive FBs to change the mode of attack)
-“Hold" (Hold the town at all costs).
Rules for Issuing Orders:
The number of Hold or Fallback orders that can be issued is limited (nominally 2 per hour per side). The intention is for High Commanders to only issue orders they intend to supervise and in situations of significant need.
The Overrun report is given a 4-letter designation, the first letter and last letters of the town and 2 generated characters, e.g. Zandvliet might generate ZT3W, Bergen Op Zoom might generate BM51. This code is used by the high command to issue orders for that ".overrun" report.
It remains as just a report until one of the commanders submits an order for that code. This starts what amounts to a vote. Commanders then submit their choice of orders for that “.overrun” code. The vote closes when 75 seconds has passed from the last choice submitted and either "Fallback" or "Hold" are the majority decision; or when more than 2 minutes have elapsed from the report and "Fallback" or "Hold" have a unanimous vote.
Each order must be submitted from within the reporting town: A commander in the field at Antwerp cannot affect orders for Berry-au-Bac.
The first commander to submit a decision must submit either "Fallback" or "Hold".
.delay
-Requests no special action be taken at the town
-Available to high commanders only
-May only be submitted after another commander has requested Fallback or hold
.hold
-Requests a town "Hold at All Costs"
Once issued:
-Places a shield icon over the town
-Issues a red WARNING: Hold at all costs when viewing the spawn list
-Removes the "throttle" on the defenders depots in the town, allowing troops to escape the AB
.fallback
-Requests troops in the town to Fallback and reposition from defensive fire bases
Once issued:
-Withdraws all units from the issuer's remaining army bases in the town
-Redistributes those units to neighboring, friendly army bases (see below)
-Surrenders the issuer's army bases to the attacker (control)
-Opens the issuer's defensive fire bases
-Resets army base tables to the initial table draw timer (15-20 minutes)
kurze erklärung (so wie ich das verstanden habe)
.overrun
da ist ein Funkturm auf der stadt (karte) abgebildet
kann von jedem Spieler gemacht werden,
stellt da das die AB -->Stadt becamped ist.
stadt muss contested sein und viele spieler (anzahl keine ahnung) müssen dies innerhalb von 10min eingeben.
.hold
Schild auf der Stadt
kann von hc->Mitgliedern benutzt werden --> alle die ihr unter .hc findet
meint soviel die Stadt muss gehalten werden und es werden Truppen aus der AB in die Depots versetzt. ---> nur Infantrie
.fallback
weisse Flagge über der stadt (lol passend)
von hc Mitgliedern
viele (oder alle) Truppen auch Armor werden zu der Zurückliegenden Stadt transferiert
und mann übergibt dadurch die Stadt dem Angreifer. -> gleichzeitig öffnen sich alle FBs zu der Stadt
der status --> ob AB gecappt ist oder nicht spielt dabei keine Rolle.
die stadt muss wärend der zeit (noch nicht gefunden) gehalten werden ansonsten wird das fallback gecanceld und keine Einheiten werden transferiert.
die stadt gilt als controlled nicht als owned --> das bedeuted es gibt kein Nachschub dort solange bis uncontested und solange bleibt auch die FB des Angreifers offen.
.delay
durch hc
nimmt status fallback/hold von der stadt wieder und setzt sie in den normal zustand zurück.
Player Reports:
.overrun
-Reports a camped army base
-Available to all players
-Must be typed from a facility screen (vehicle selection) or beyond
-Town must be owned and controlled by the issuer
-Town must be contested
-Multiple enemy units must be present near the army base
-Multiple players must submit "overrun" within a 10 minute window for it to be acknowledged
Once the overrun reports are acknowledged:
-The "Overrun" icon is placed over the town's contention icon
-A red "WARNING: This town is reporting overrun" displays in the chat buffer when viewing the equipment list
-High Commanders are asked to issue orders for the town
And the town will be marked as overrun until either:
-The high commanders effect a “Fallback” or “hold at all costs”
-The town is uncontested
-Control or Ownership of the town changes
-10 minutes passes without additional ".overrun”s
Command Orders:
.delay, .hold, .fallback:
-Requests a command order to an overrun town;
-Available to high commanders;
-Issuance is vote-based ... See below for more
Requests for Orders:
When a town acknowledges multiple player reports of "overrun", the high commanders are requested to issue orders. They must choose between:
-"Delay" (do nothing)
-"Fallback" (retreat the equipment, surrender the army bases, and open any supporting, defensive FBs to change the mode of attack)
-“Hold" (Hold the town at all costs).
Rules for Issuing Orders:
The number of Hold or Fallback orders that can be issued is limited (nominally 2 per hour per side). The intention is for High Commanders to only issue orders they intend to supervise and in situations of significant need.
The Overrun report is given a 4-letter designation, the first letter and last letters of the town and 2 generated characters, e.g. Zandvliet might generate ZT3W, Bergen Op Zoom might generate BM51. This code is used by the high command to issue orders for that ".overrun" report.
It remains as just a report until one of the commanders submits an order for that code. This starts what amounts to a vote. Commanders then submit their choice of orders for that “.overrun” code. The vote closes when 75 seconds has passed from the last choice submitted and either "Fallback" or "Hold" are the majority decision; or when more than 2 minutes have elapsed from the report and "Fallback" or "Hold" have a unanimous vote.
Each order must be submitted from within the reporting town: A commander in the field at Antwerp cannot affect orders for Berry-au-Bac.
The first commander to submit a decision must submit either "Fallback" or "Hold".
.delay
-Requests no special action be taken at the town
-Available to high commanders only
-May only be submitted after another commander has requested Fallback or hold
.hold
-Requests a town "Hold at All Costs"
Once issued:
-Places a shield icon over the town
-Issues a red WARNING: Hold at all costs when viewing the spawn list
-Removes the "throttle" on the defenders depots in the town, allowing troops to escape the AB
.fallback
-Requests troops in the town to Fallback and reposition from defensive fire bases
Once issued:
-Withdraws all units from the issuer's remaining army bases in the town
-Redistributes those units to neighboring, friendly army bases (see below)
-Surrenders the issuer's army bases to the attacker (control)
-Opens the issuer's defensive fire bases
-Resets army base tables to the initial table draw timer (15-20 minutes)
kurze erklärung (so wie ich das verstanden habe)
.overrun
da ist ein Funkturm auf der stadt (karte) abgebildet
kann von jedem Spieler gemacht werden,
stellt da das die AB -->Stadt becamped ist.
stadt muss contested sein und viele spieler (anzahl keine ahnung) müssen dies innerhalb von 10min eingeben.
.hold
Schild auf der Stadt
kann von hc->Mitgliedern benutzt werden --> alle die ihr unter .hc findet
meint soviel die Stadt muss gehalten werden und es werden Truppen aus der AB in die Depots versetzt. ---> nur Infantrie
.fallback
weisse Flagge über der stadt (lol passend)
von hc Mitgliedern
viele (oder alle) Truppen auch Armor werden zu der Zurückliegenden Stadt transferiert
und mann übergibt dadurch die Stadt dem Angreifer. -> gleichzeitig öffnen sich alle FBs zu der Stadt
der status --> ob AB gecappt ist oder nicht spielt dabei keine Rolle.
die stadt muss wärend der zeit (noch nicht gefunden) gehalten werden ansonsten wird das fallback gecanceld und keine Einheiten werden transferiert.
die stadt gilt als controlled nicht als owned --> das bedeuted es gibt kein Nachschub dort solange bis uncontested und solange bleibt auch die FB des Angreifers offen.
.delay
durch hc
nimmt status fallback/hold von der stadt wieder und setzt sie in den normal zustand zurück.