Knowledge (XXG)

Advance And Secure

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have its own modified version of Advance and Secure game mode. It uses the same basic idea of predefined capturing order, but instead of capturing bases, you capture zones since the size of zones are normally big from 100 meters to 300 meters in radius. This forces you to control an area before you
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It is based on round capturing zones which can vary in size individually from tiny only few square meters to big 0,95 square kilometers in size, from meters in diameter to hundreds of meters in diameter depending the map designers decisions. In the middle of each zone is spawn point, where players
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can capture the flag instead of just controlling a single building. One difference is that part of the zones can be randomly chosen at the start of the round, which add replay value to maps. Major difference to
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The capturing zones can overlap and form sectors where one player can affect several zones simultaneously making such sectors strategically valuable, this overlapping is seen in some stock maps.
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Players in both teams have to capture a number of bases or zones. The winning team is the one that has most bases under control when the time or tickets runs out.
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of the topic and provide significant coverage of it beyond a mere trivial mention. If notability cannot be shown, the article is likely to be
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games. Players on opposing teams try to capture certain predefined points of interest in a game environment in a certain preset order.
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AAS mode is that the zone doesn't have rigid spawn point middle of the zone, instead the spawn points are player deployable assets.
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can spawn if the zone is controlled by own team in other words is fully captured
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Please help to demonstrate the notability of the topic by citing
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team based game mode used in a few hardcore, tactical and
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Advance and Secure was first introduced in the game
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Archived from 365:the AAS game mode is the same. 359:Joint Operations: Typhoon Rising 353:Joint Operations: Typhoon Rising 314:Joint Operations: Typhoon Rising 309:Joint Operations: Typhoon Rising 20: 31:may not meet Knowledge (XXG)'s 357:In Advance and Secure mode in 1: 593:Glossary of video game terms 363:Joint Operations: Escalation 326:Structure in different games 33:general notability guideline 523:Project Reality Manual v1.0 418:Chick, Tom (22 June 2004). 1040: 345:style AAS game mode since 40:reliable secondary sources 29:The topic of this article 590: 361:and its expansion titled 322:Control Point game mode. 824:Destructible environment 341:community has modded a 866:Procedural generation 319:Team Fortress Classic 139:First-person shooters 653:Non-player character 471:"Advance and Secure" 445:"Advance and Secure" 288:first-person shooter 281:player versus player 67:"Advance And Secure" 892:Movement techniques 676:Collision detection 380:Project Reality:BF2 133:Part of a series on 973:Advance And Secure 273:Advance And Secure 203:Social interaction 171:Advance And Secure 35: 1011: 1010: 988:Last man standing 771:Scripted sequence 390:modification for 270: 269: 229:List of free FPSs 186:Last man standing 128: 127: 120: 102: 30: 1031: 1024:Video game modes 1003:King of the hill 978:Capture the flag 861:Persistent world 829:Instance dungeon 756:Random encounter 751:Quick time event 658:Player character 617:Experience point 576: 569: 562: 553: 546: 545: 543: 541: 535: 528: 518: 512: 511: 509: 507: 493: 487: 486: 484: 482: 477:on 12 April 2015 473:. Archived from 467: 461: 460: 458: 456: 451:on 12 April 2015 447:. 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Index

general notability guideline
reliable secondary sources
independent
merged
redirected
deleted
"Advance And Secure"
news
newspapers
books
scholar
JSTOR
Learn how and when to remove this message
First-person shooters
Subgenres
MMOFPS
Advance And Secure
Bot
Deathmatch
Last man standing
Hitscan
Rocket jumping
Social interaction
Strafing
List of FPSs
List of free FPSs
List of MMOFPSs
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t
e

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