Other > Suggestions
Don't allow mercs/slaves guard in public areas.
backora:
There is this abusable feature of mercs and slaves that they "guard" any location even when their owner is offline. Therefore making these locations unaccessible for other players 24/7.
Known example - Gecko mine.
Now even Toxic caves. Those have one bonus. There leads elevator which could be accessible by only 1 player at the time - so no squad spawn.
Solution: Make mercs/slaves in public areas disappear after 10 minutes when their owner is not in the same location. And for public I mean all location no this map http://www.fo2238.fodev.net/wiki/The_World.
Player can have his/her goons at tents, bases or following him to worldmap.
Any more thoughts?
P.S. If anyone can clear toxic caves, please do so. ;)
avv:
It's only problematic because of gridcamping. A guy coming down that elevator has basically zero chance to survive.
backora:
--- Quote from: avv on January 08, 2011, 11:14:19 AM ---It's only problematic because of gridcamping. A guy coming down that elevator has basically zero chance to survive.
--- End quote ---
Yes, with combination that average weapon damage is about 60% of average hit points (2 hits to kill anyone). But that is probably for a different discussion.
But you don't have to tell me. After all I am that one lying there ;D
Slaver Snipe:
Personally i'm fine with people gridcamping places of value aka the so that they can control one of two areas to get chemical components.
Ganado:
--- Quote from: Slaver Snipe on January 08, 2011, 03:10:55 PM ---Personally i'm fine with people gridcamping places of value aka the so that they can control one of two areas to get chemical components.
--- End quote ---
The problem is that they are offline.
Navigation
[0] Message Index
[#] Next page
Go to full version