Other > Suggestions

Don't allow mercs/slaves guard in public areas.

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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.

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